<<if $sessionName>>
<<if def $pc and $pc !== null>>
<div class="sidebar-stats">
<center>''$pc.displayName''</center>
<<if $pc.class !== null>><center>''$pc.class''</center><</if>>
<<if $pc.hp.max > 0>>''HP:'' $pc.hp.current / $pc.hp.max <<print ($pc.hp.temporary > 0 ? "(+" + $pc.hp.temporary + ")" : "")>><</if>>
<details><summary>Family Info</summary>
<<if $pc.background !== null>><center>''$pc.background'' of ''House $pc.houseName''</center><</if>>
<<if $pc.family.name !== null>><center>''Important Family Member:'' $pc.family.adjective $pc.family.relationship, $pc.family.name</center><</if>>
</details>
<center><<script>>
if (window.Ember && typeof window.Ember.getItemDisplay === 'function') {
var weaponKey = State.variables.pc.weapon;
if (weaponKey) {
var item = window.Ember.getItem(weaponKey);
var display = item.name;
$(output).wiki("''Weapon:'' " + display);
} else {
$(output).wiki("<span class='loading-text'>Loading Equipment...</span>");
}
}
<</script>></center>
<hr/>
<center>''Day:'' <<print $pc.dayNum ? $pc.dayNum : 1>></center>
<<if $pc.wildMagic && $pc.wildMagic.indexOf(49) gt -1>>
<center class="bold">Echo active: Advantage on all skill and stat checks (<<print Math.max(0, $pc.echoExpiresDay - ($pc.dayNum || 1))>> day<<print (Math.max(0, $pc.echoExpiresDay - ($pc.dayNum || 1)) === 1) ? "" : "s">> left)</center>
<</if>>
<hr/>
<details open><summary>Inspiration Dice</summary>
<<if $pc and $pc.inspiration and $pc.inspiration.d4 gt 0>>D4: $pc.inspiration.d4<br/><</if>>
<<if $pc and $pc.inspiration and $pc.inspiration.d6 gt 0>>D6: $pc.inspiration.d6<br/><</if >>
<<if $pc and $pc.inspiration and $pc.inspiration.d8 gt 0>>D8: $pc.inspiration.d8<br/><</if>>
<<if $pc and $pc.inspiration and $pc.inspiration.d12 gt 0>>D12: $pc.inspiration.d12<br/><</if>>
</details>
<<if $pc.wildMagic and $pc.wildMagic.length gt 0>>
<details open><summary>Wild Magic</summary>
<<for _wmId range $pc.wildMagic>>
<<capture _wmId>>
<<set _wm = Ember.WildMagicEffects[_wmId]>>
<<if _wm>>
<div class="wild-magic-entry">
<<print Ember.getWildMagicDisplay(_wm)>>
<<if _wm.type is Ember.WildMagicType.TEMPORARY>>
<<if Ember.getLowestInspirationDieType($pc)>>
<span class="icon-x-button" title="Remove this wild magic">
<<button "✕">>
<<run Ember.confirmRemoveWildMagic(_wmId)>>
<</button>>
</span>
<<else>>
<span class="small-text">(no inspiration dice left to sacrifice)</span>
<</if>>
<</if>>
</div>
<</if>>
<</capture>>
<</for>>
</details>
<</if>>
<details open><summary>Attributes</summary>
STR: $pc.stats.str.value (<<print ($pc.stats.str.bonus >= 0 ? "+" : "" )>>$pc.stats.str.bonus)<br/>
DEX: $pc.stats.dex.value (<<print ($pc.stats.dex.bonus >= 0 ? "+" : "" )>>$pc.stats.dex.bonus)<br/>
CON: $pc.stats.con.value (<<print ($pc.stats.con.bonus >= 0 ? "+" : "" )>>$pc.stats.con.bonus)<br/>
INT: $pc.stats.int.value (<<print ($pc.stats.int.bonus >= 0 ? "+" : "" )>>$pc.stats.int.bonus)<br/>
WIS: $pc.stats.wis.value (<<print ($pc.stats.wis.bonus >= 0 ? "+" : "" )>>$pc.stats.wis.bonus)<br/>
CHA: $pc.stats.cha.value (<<print ($pc.stats.cha.bonus >= 0 ? "+" : "" )>>$pc.stats.cha.bonus)<br/>
</details>
<details><summary>Skills</summary>
<<print Ember.getSkillsList($pc)>>
</details>
<<if $pc.inventory and $pc.inventory.length gt 0>>
<details><summary>Inventory</summary>
<<for _itemKey range $pc.inventory>>
<<capture _itemKey>>
<<set _item = Ember.getItem(_itemKey)>>
<<if _item>>
<div class="inventory-entry">
<<print Ember.getItemDisplay(_item)>>
<<if Ember.isItemUsable(_item)>>
<span class="icon-x-button" title="Use this item">
<<button "✕">>
<<run Ember.confirmUseItem(_itemKey)>>
<</button>>
</span>
<</if>>
</div>
<</if>>
<</capture>>
<</for>>
</details>
<</if>>
</div>
<</if>>
<<else>>
<center>Welcome to the adventure...</center>
<</if>>/%
Combat component. Set these before <<include "Combat">>:
_combatFriendlies — array: PC first, then any NPC allies
_combatEnemies — array of enemy NPC objects
_combatVictory — passage name to go to on victory
_combatDefeat — passage name to go to on defeat
_combatEndCondition — optional: function(combat) => "victory" | "defeat" | falsy.
Checked each round ahead of the default "wipe out the other side"
rule. Leave unset for the default behavior. combat.participants is
sorted by initiative (NOT the same order as _combatFriendlies) —
combat.participants[0] is whoever acts first, which may well be an
ally or an enemy, not the player. Find the player explicitly. Example
— end in defeat once the PC drops below half HP:
<<set _combatEndCondition = function(combat) {
var pc = combat.participants.find(function(p) { return p.isPlayer; });
if (pc && pc.hp.current <= pc.hp.max / 2) return "defeat";
return null;
}>>
Also set $combat = null before including to reset state.
%/
<div id="combat-container">
<<if $combat>>
<<include "combat-render">>
<<else>>
<<include "combat-phase-initiative">>
<</if>>
</div><<include "combat-status-panel">>
<<include "combat-log-panel">>
<<if $combat.phase is "select">>
<<include "combat-phase-select">>
<<elseif $combat.phase is "skills">>
<<include "combat-phase-skills">>
<<elseif $combat.phase is "skill-roll">>
<<include "combat-phase-skill-roll">>
<<elseif $combat.phase is "attack">>
<<include "combat-phase-attack">>
<<elseif $combat.phase is "heal">>
<<include "combat-phase-heal">>
<<elseif $combat.phase is "player-save">>
<<include "combat-phase-player-save">>
<<elseif $combat.phase is "npc-resolve">>
<<include "combat-phase-npc-resolve">>
<<elseif $combat.phase is "npc-result">>
<<include "combat-phase-npc-result">>
<<elseif $combat.phase is "victory">>
<<include "combat-phase-victory">>
<<elseif $combat.phase is "defeat">>
<<include "combat-phase-defeat">>
<</if>><div class="combat-status-panel">
<div class="combat-status-column">
<div class="combat-status-header">Allies</div>
<<for _csi to 0; _csi lt $combat.participants.length; _csi++>>
<<set _csp = $combat.participants[_csi]>>
<<if _csp.side is "friendly">>
<<set _cspPct = 0>>
<<if _csp.hp.max gt 0>><<set _cspPct = Math.floor(_csp.hp.current / _csp.hp.max * 100)>><</if>>
<<if _cspPct lt 0>><<set _cspPct = 0>><</if>>
<<set _cspRow = "combat-char-row">>
<<if not Ember.isAlive(_csp)>><<set _cspRow = "combat-char-row combat-char-dead">><</if>>
<div @class="_cspRow">
<span class="combat-char-name"><<print _csp.displayName || _csp.name>></span>
<span class="combat-char-hp"><<print Math.max(0, _csp.hp.current)>>/<<print _csp.hp.max>></span>
<div class="hp-bar-track">
<<if _cspPct gt 50>>
<div class="hp-bar-fill hp-ally" @style="'width:' + _cspPct + '%'"></div>
<<elseif _cspPct gt 25>>
<div class="hp-bar-fill hp-ally hp-wounded" @style="'width:' + _cspPct + '%'"></div>
<<else>>
<div class="hp-bar-fill hp-ally hp-critical" @style="'width:' + _cspPct + '%'"></div>
<</if>>
</div>
<<if _csp.statuses && _csp.statuses.length gt 0>><span class="combat-statuses"><<print _csp.statuses.join(", ")>></span><</if>>
</div>
<</if>>
<</for>>
</div>
<div class="combat-status-column">
<div class="combat-status-header">Enemies</div>
<<for _csi to 0; _csi lt $combat.participants.length; _csi++>>
<<set _csp = $combat.participants[_csi]>>
<<if _csp.side is "enemy">>
<<set _cspPct = 0>>
<<if _csp.hp.max gt 0>><<set _cspPct = Math.floor(_csp.hp.current / _csp.hp.max * 100)>><</if>>
<<if _cspPct lt 0>><<set _cspPct = 0>><</if>>
<<set _cspRow = "combat-char-row">>
<<if not Ember.isAlive(_csp)>><<set _cspRow = "combat-char-row combat-char-dead">><</if>>
<div @class="_cspRow">
<span class="combat-char-name"><<print _csp.displayName || _csp.name>></span>
<div class="hp-bar-track hp-bar-wide">
<<if _cspPct gt 50>>
<div class="hp-bar-fill hp-foe" @style="'width:' + _cspPct + '%'"></div>
<<elseif _cspPct gt 25>>
<div class="hp-bar-fill hp-foe hp-wounded" @style="'width:' + _cspPct + '%'"></div>
<<else>>
<div class="hp-bar-fill hp-foe hp-critical" @style="'width:' + _cspPct + '%'"></div>
<</if>>
</div>
<<if _csp.statuses && _csp.statuses.length gt 0>><span class="combat-statuses"><<print _csp.statuses.join(", ")>></span><</if>>
</div>
<</if>>
<</for>>
</div>
</div>
<div class="combat-round-label">Round <<print $combat.round>></div><div class="combat-log-panel">
<div class="combat-log-header">Combat Log</div>
<<for _cli to 0; _cli lt Math.min($combat.log.length, 5); _cli++>>
<div class="combat-log-entry <<if _cli is 0>>combat-log-latest<</if>>"><<print $combat.log[_cli]>></div>
<</for>>
</div><<set _pcInitFriendly = (_combatFriendlies && _combatFriendlies.length gt 0) ? _combatFriendlies[0] : null>>
<<set _pcInitDexBonus = (_pcInitFriendly && _pcInitFriendly.stats && _pcInitFriendly.stats.dex) ? _pcInitFriendly.stats.dex.bonus : 0>>
<<set _pcInitRoll = 0>>
<div class="combat-initiative">
<h3>Roll for Initiative!</h3>
<<narration>>
The battle is about to begin. Roll a d20 for your initiative — your total (including any modifiers) determines your position in the turn order.
<<if _pcInitFriendly>>Your DEX modifier is <<if _pcInitDexBonus gte 0>>+<</if>><<print _pcInitDexBonus>>.<</if>>
<</narration>>
<<prompt>>
<label>Enter your initiative total (d20 + modifiers):</label><br>
<<numberbox "_pcInitRoll" 0>>
<<button "Enter Combat">>
<<set $combat = Ember.initCombat(_combatFriendlies, _combatEnemies, _pcInitRoll, _combatVictory, _combatDefeat, _combatEndCondition)>>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<</prompt>>
</div><<set _selPC = Ember.getCurrentParticipant($combat)>>
<<set _selPCName = _selPC ? (_selPC.displayName || _selPC.name) : "You">>
<div class="combat-pc-turn">
<h4><<print _selPCName>>'s Turn</h4>
<<prompt>>
What will you do?<br><br>
<div class="combat-select-buttons">
<<button "Attack with Weapon">>
<<set $combat.phase = "attack">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<<button "Use a Skill / Spell">>
<<set $combat.phase = "skills">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<<if ($pc.inspiration.d4 + $pc.inspiration.d6 + $pc.inspiration.d8 + $pc.inspiration.d12) gt 0>>
<<button "Heal with Inspiration Die">>
<<set $combat.phase = "heal">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<</if>>
<<if $pc._rageDamageBonus>>
<<button "End Rage (Free Action)">>
<<run Ember.dropSkillEffect("Rage", $pc, $combat)>>
<<run $combat.log.unshift(_selPCName + " ends their Rage.")>>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<</if>>
<<if $pc.statuses && $pc.statuses.includes("prone")>>
<<button "Stand Up (Use Action)">>
<<run $pc.statuses.splice($pc.statuses.indexOf("prone"), 1)>>
<<run $combat.log.unshift(_selPCName + " uses their action to stand up.")>>
<<set $combat = Ember.advanceTurn($combat)>>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<</if>>
</div>
<</prompt>>
</div><<set _sklPC = Ember.getCurrentParticipant($combat)>>
<<set _sklList = Ember.getCombatSkills(_sklPC)>>
<div class="combat-skill-select">
<h4>Choose a Skill or Spell:</h4>
<<if _sklList.length is 0>>
<<narration>>You have no combat skills available.<</narration>>
<<else>>
<<for _csi to 0; _csi lt _sklList.length; _csi++>>
<<set _csName = _sklList[_csi]>>
<<set _csDef = Ember.Skills[_csName]>>
<<if _csDef>>
<div class="skill-option">
<<capture _csName>>
<<button _csDef.name>>
<<set $combat.pendingAction = { type: "skill", skillName: _csName }>>
<<set $combat.phase = "skill-roll">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<</capture>>
<span class="skill-desc"><<print _csDef.description>></span>
</div>
<</if>>
<</for>>
<</if>>
<<button "← Back">>
<<set $combat.phase = "select">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
</div><<set _srPC = Ember.getCurrentParticipant($combat)>>
<<set _srSkillName = ($combat.pendingAction) ? $combat.pendingAction.skillName : "">>
<<set _srSkillDef = (_srSkillName) ? Ember.Skills[_srSkillName] : null>>
<<set _srEnemies = Ember.getLivingParticipants($combat, "enemy")>>
<<set _skillTargetIdx = 0>>
<<set _skillD20Roll = 0>>
<<set _skillInspirationRoll = 0>>
<<set _skillInspirationDieType = "">>
<<set _pendingUses = { d4: 0, d6: 0, d8: 0, d12: 0 }>>
<<set _mm0 = 0>><<set _mm1 = 0>><<set _mm2 = 0>>
<<if _srSkillDef>>
<div class="combat-skill-roll">
<h4><<print _srSkillDef.name>></h4>
<<narration>><<print _srSkillDef.description>><</narration>>
<<if _srSkillDef.targetsEnemy and _srEnemies.length gt 0>>
<<if _srSkillDef.inspirationTargets gt 1>>
<div class="target-select">
<strong>Assign each missile to a target:</strong><br>
<div class="missile-row"><span class="missile-label">Missile 1:</span>
<<for _cti to 0; _cti lt _srEnemies.length; _cti++>><<set _srEnemy = _srEnemies[_cti]>>
<<radiobutton "_mm0" _cti autocheck>> <<print _srEnemy.displayName || _srEnemy.name>><br>
<</for>>
</div>
<div class="missile-row"><span class="missile-label">Missile 2:</span>
<<for _cti to 0; _cti lt _srEnemies.length; _cti++>><<set _srEnemy = _srEnemies[_cti]>>
<<radiobutton "_mm1" _cti autocheck>> <<print _srEnemy.displayName || _srEnemy.name>><br>
<</for>>
</div>
<div class="missile-row"><span class="missile-label">Missile 3:</span>
<<for _cti to 0; _cti lt _srEnemies.length; _cti++>><<set _srEnemy = _srEnemies[_cti]>>
<<radiobutton "_mm2" _cti autocheck>> <<print _srEnemy.displayName || _srEnemy.name>><br>
<</for>>
</div>
</div>
<<else>>
<div class="target-select">
<strong>Choose target:</strong><br>
<<for _cti to 0; _cti lt _srEnemies.length; _cti++>>
<<set _srEnemy = _srEnemies[_cti]>>
<<radiobutton "_skillTargetIdx" _cti autocheck>> <<print _srEnemy.displayName || _srEnemy.name>><<if _srEnemy.statuses && _srEnemy.statuses.length gt 0>> <span class="combat-statuses">[<<print _srEnemy.statuses.join(", ")>>]</span><</if>><br>
<</for>>
</div>
<</if>>
<</if>>
<<if _srSkillDef.requiresRoll>>
<<set _srRollStatKey = _srSkillDef.rollStat || "str">>
<<set _srRollBonus = (_srPC && _srPC.stats && _srPC.stats[_srRollStatKey]) ? _srPC.stats[_srRollStatKey].bonus : 0>>
<div class="roll-input">
<<if _srSkillDef.dc neq null>>
Roll d20 (<<print _srRollStatKey.toUpperCase()>> check, your bonus: <<if _srRollBonus gte 0>>+<</if>><<print _srRollBonus>>):<br>
<<else>>
Roll d20 to hit (<<print _srRollStatKey.toUpperCase()>> attack, your bonus: <<if _srRollBonus gte 0>>+<</if>><<print _srRollBonus>>):<br>
<</if>>
<<numberbox "_skillD20Roll" 0>>
</div>
<</if>>
<<if _srSkillDef.requiresInspirationDie>>
<div class="inspiration-panel">
<div class="panel-label">
Apply Inspiration Die<<if _srSkillDef.inspirationMultiplierHit>> — hit: ×<<print _srSkillDef.inspirationMultiplierHit>> / miss: ×<<print _srSkillDef.inspirationMultiplierMiss || 1>> damage<<elseif _srSkillDef.inspirationMultiplier>> — result ×<<print _srSkillDef.inspirationMultiplier>> damage<<if _srSkillDef.inspirationTargets>> × <<print _srSkillDef.inspirationTargets>> targets<</if>><</if>>:
</div>
<div class="inspiration-controls">
<<inspirationlistbox "_skillInspirationDieType">>
<label>Value Rolled:</label>
<<numberbox "_skillInspirationRoll" 0>>
<<button "Add Die">>
<<if _pendingUses[_skillInspirationDieType] lt $pc.inspiration[_skillInspirationDieType]>>
<<set _pendingUses[_skillInspirationDieType] += 1>>
<<set _skillInspirationRoll = Ember.applyInspirationRollModifier($pc, _skillInspirationDieType, _skillInspirationRoll)>>
<<replace "#combat-inspiration-summary">>
Using: <<print _skillInspirationDieType>> (rolled <<print _skillInspirationRoll>>)
<br>
<span class="pool-preview">''Staged:''
<<if ($pc.inspiration.d4 - _pendingUses.d4) gt 0>>d4: <<print $pc.inspiration.d4 - _pendingUses.d4>>,<</if>>
<<if ($pc.inspiration.d6 - _pendingUses.d6) gt 0>>d6: <<print $pc.inspiration.d6 - _pendingUses.d6>>,<</if>>
<<if ($pc.inspiration.d8 - _pendingUses.d8) gt 0>>d8: <<print $pc.inspiration.d8 - _pendingUses.d8>>,<</if>>
<<if ($pc.inspiration.d12 - _pendingUses.d12) gt 0>>d12: <<print $pc.inspiration.d12 - _pendingUses.d12>><</if>>
</span>
<</replace>>
<<else>>
<<run UI.alert("You have no remaining " + _skillInspirationDieType + " dice available!")>>
<</if>>
<</button>>
</div>
<div id="combat-inspiration-summary" class="small-text">
''Current Pool:''
<<if $pc.inspiration.d4 gt 0>>d4: <<print $pc.inspiration.d4>>,<</if>>
<<if $pc.inspiration.d6 gt 0>>d6: <<print $pc.inspiration.d6>>,<</if>>
<<if $pc.inspiration.d8 gt 0>>d8: <<print $pc.inspiration.d8>>,<</if>>
<<if $pc.inspiration.d12 gt 0>>d12: <<print $pc.inspiration.d12>><</if>>
</div>
</div>
<</if>>
<div class="combat-action-buttons">
<<button "Confirm">>
<<set _srConfirmSkillDef = Ember.Skills[$combat.pendingAction.skillName]>>
<<set _srPendingTotal = _pendingUses.d4 + _pendingUses.d6 + _pendingUses.d8 + _pendingUses.d12>>
<<if _srConfirmSkillDef && _srConfirmSkillDef.requiresInspirationDie && _srPendingTotal is 0>>
<<run UI.alert("You must select and add an Inspiration Die before confirming this skill.")>>
<<else>>
<<set _srActPC = Ember.getCurrentParticipant($combat)>>
<<set _srMissileTargets = (_srConfirmSkillDef && _srConfirmSkillDef.inspirationTargets gt 1) ? [_mm0, _mm1, _mm2] : null>>
<<set _srResult = Ember.resolveSkillAction(_srActPC, $combat.pendingAction.skillName, _skillD20Roll, _skillTargetIdx, $combat, _skillInspirationRoll, _srMissileTargets)>>
<<run $combat.log.unshift(_srResult.log)>>
<<if _pendingUses.d4 gt 0>><<run Ember.adjustD4Inspiration($pc, -(_pendingUses.d4))>><</if>>
<<if _pendingUses.d6 gt 0>><<run Ember.adjustD6Inspiration($pc, -(_pendingUses.d6))>><</if>>
<<if _pendingUses.d8 gt 0>><<run Ember.adjustD8Inspiration($pc, -(_pendingUses.d8))>><</if>>
<<if _pendingUses.d12 gt 0>><<run Ember.adjustD12Inspiration($pc, -(_pendingUses.d12))>><</if>>
<<run UI.update()>>
<<set _srStatus = Ember.getCombatStatus($combat)>>
<<if _srStatus is "victory">>
<<set $combat.phase = "victory">>
<<elseif _srStatus is "defeat">>
<<set $combat.phase = "defeat">>
<<else>>
<<set $combat = Ember.advanceTurn($combat)>>
<</if>>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</if>>
<</button>>
<<button "← Back">>
<<set $combat.phase = "skills">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
</div>
</div>
<<else>>
<<narration>>No skill selected.<</narration>>
<<button "← Back">>
<<set $combat.phase = "select">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<</if>><<set _atkPC = Ember.getCurrentParticipant($combat)>>
<<set _atkEnemies = Ember.getLivingParticipants($combat, "enemy")>>
<<set _atkPCClass = (_atkPC) ? _atkPC.class : null>>
<<set _atkClassDef = (_atkPCClass && Ember.Classes[_atkPCClass]) ? Ember.Classes[_atkPCClass] : null>>
<<set _atkStatKey = (_atkClassDef && _atkClassDef.primaryStat) ? _atkClassDef.primaryStat : "str">>
<<set _atkStatBonus = (_atkPC && _atkPC.stats && _atkPC.stats[_atkStatKey]) ? _atkPC.stats[_atkStatKey].bonus : 0>>
<<set _atkDamageDie = (_atkPC && _atkPC.weaponDamageDie) || ((_atkClassDef && _atkClassDef.damageDie) ? _atkClassDef.damageDie : {type: "d6", qty: 1})>>
<<set _attackTargetIdx = 0>>
<<set _attackD20Roll = 0>>
<<set _attackDamageRoll = 0>>
<<set _atkHasTrueStrike = (_atkPC && _atkPC.wildMagic && _atkPC.wildMagic.indexOf(45) gt -1)>>
<<set _atkHasTalkingWeapon = (_atkPC && _atkPC.wildMagic && _atkPC.wildMagic.indexOf(59) gt -1)>>
<<set _atkWeaponName = (_atkPC && _atkPC.weapon && Ember.getItem(_atkPC.weapon)) ? Ember.getItem(_atkPC.weapon).name : "weapon">>
<<set _useTrueStrike = false>>
<<set _trueStrikeRoll = 0>>
<div class="combat-attack">
<h4>Weapon Attack</h4>
<<if _atkEnemies.length is 0>>
<<narration>>No living enemies to attack!<</narration>>
<<button "← Back">>
<<set $combat.phase = "select">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<<else>>
<div class="target-select">
<strong>Choose target:</strong><br>
<<for _cti to 0; _cti lt _atkEnemies.length; _cti++>>
<<set _atkEnemy = _atkEnemies[_cti]>>
<<radiobutton "_attackTargetIdx" _cti autocheck>> <<print _atkEnemy.displayName || _atkEnemy.name>><<if _atkEnemy.statuses && _atkEnemy.statuses.length gt 0>> <span class="combat-statuses">[<<print _atkEnemy.statuses.join(", ")>>]</span><</if>><br>
<</for>>
</div>
<div class="roll-input">
Roll d20 to hit (<<print _atkStatKey.toUpperCase()>> attack, your bonus: <<if _atkStatBonus gte 0>>+<</if>><<print _atkStatBonus>>):<br>
<<numberbox "_attackD20Roll" 0>>
<<set _atkHasProneTarget = _atkEnemies.some(function(e) { return e.statuses && e.statuses.includes("prone"); })>>
<<if _atkHasProneTarget>><div class="small-text">One or more targets are prone — roll with advantage against them (2d20, take the higher).</div><</if>>
<<if _atkHasTalkingWeapon>><div class="small-text">Your <<print _atkWeaponName>> grants you advantage on this attack — roll with advantage (2d20, take the higher).</div><</if>>
</div>
<div class="roll-input">
<<if _atkPC.weaponLost>>
Your weapon is gone — you can only punch! Damage will be your STR modifier (<<if _atkPC.stats.str.bonus gte 0>>+<</if>><<print _atkPC.stats.str.bonus>>), no roll needed.
<<else>>
Roll <<print _atkDamageDie.qty>><<print _atkDamageDie.type>> for weapon damage:<br>
<<numberbox "_attackDamageRoll" 0>>
<</if>>
<<if $pc._rageDamageBonus>>
<br><span class="inspiration-input"><em>+ <<print $pc._rageDamageBonus>> rage bonus will be added automatically.</em></span>
<</if>>
<div class="small-text">On a natural 20, your <<print _atkPC.weaponLost ? "punch" : "weapon">> damage is doubled before bonuses are added.</div>
</div>
<<if _atkHasTrueStrike>>
<div class="roll-input">
<label><<checkbox "_useTrueStrike" false true autocheck>> Use True Strike (spent on this attack, hit or miss)</label><br>
Roll a d100 percentile die to add to your to-hit total (only used if checked above):<br>
<<numberbox "_trueStrikeRoll" 0>>
</div>
<</if>>
<div class="combat-action-buttons">
<<button "Confirm Attack">>
<<set _atkActPC = Ember.getCurrentParticipant($combat)>>
<<set _atkTarget = Ember.getLivingParticipants($combat, "enemy")[_attackTargetIdx] || Ember.getLivingParticipants($combat, "enemy")[0]>>
<<set _atkResult = Ember.resolveAttack(_atkActPC, _atkTarget, _attackD20Roll, _attackDamageRoll, _useTrueStrike ? _trueStrikeRoll : 0)>>
<<if _useTrueStrike>>
<<run Ember.WildMagicEffects[45].removeEffect(_atkActPC)>>
<</if>>
<<if _atkHasTalkingWeapon or _atkActPC.weapon is "greatHammer">>
<<run Ember.showWeaponInsultModal(_atkActPC)>>
<</if>>
<<run $combat.log.unshift(_atkResult.log)>>
<<set _atkStatus = Ember.getCombatStatus($combat)>>
<<if _atkStatus is "victory">>
<<set $combat.phase = "victory">>
<<elseif _atkStatus is "defeat">>
<<set $combat.phase = "defeat">>
<<else>>
<<set $combat = Ember.advanceTurn($combat)>>
<</if>>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<<button "← Back">>
<<set $combat.phase = "select">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
</div>
<</if>>
</div><<set _nprNpc = Ember.getCurrentParticipant($combat)>>
<<set $combat.pendingAction = Ember.npcChooseAction(_nprNpc, $combat)>>
<<if $combat.pendingAction && $combat.pendingAction.log>>
<<run $combat.log.unshift($combat.pendingAction.log)>>
<</if>>
<<if $combat.pendingAction && $combat.pendingAction.type is "save">>
<<set $combat.phase = "player-save">>
<<include "combat-phase-player-save">>
<<else>>
<<set $combat.phase = "npc-result">>
<<include "combat-phase-npc-result">>
<</if>><<set _npcActed = Ember.getCurrentParticipant($combat)>>
<<set _npcActedName = _npcActed ? (_npcActed.displayName || _npcActed.name) : "???">>
<<set _npcPendingResult = $combat.pendingAction>>
<div class="combat-npc-action">
<h4><<print _npcActedName>>'s Turn</h4>
<<if _npcPendingResult>>
<<narration>><<print _npcPendingResult.log>><</narration>>
<</if>>
<<set _npcResultStatus = Ember.getCombatStatus($combat)>>
<<if _npcResultStatus is "victory">>
<<set $combat.phase = "victory">>
<<include "combat-phase-victory">>
<<elseif _npcResultStatus is "defeat">>
<<set $combat.phase = "defeat">>
<<include "combat-phase-defeat">>
<<else>>
<<prompt>>
<<button "Continue →">>
<<set $combat = Ember.advanceTurn($combat)>>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<</prompt>>
<</if>>
</div><div class="combat-outcome combat-victory">
<h3>Victory!</h3>
<<narration>>All enemies have been defeated.<</narration>>
<<prompt>>
<<button "Continue...">>
<<set _vcNextPassage = $combat.victoryPassage>>
<<run Ember.endCombat($combat)>>
<<set $combat = null>>
<<goto _vcNextPassage>>
<</button>>
<</prompt>>
</div><div class="combat-outcome combat-defeat">
<h3>Defeated...</h3>
<<narration>>You have been overcome. The battle is lost.<</narration>>
<<prompt>>
<<button "Continue...">>
<<set _dcNextPassage = $combat.defeatPassage>>
<<run Ember.endCombat($combat)>>
<<set $combat = null>>
<<goto _dcNextPassage>>
<</button>>
<</prompt>>
</div><<set _healDieType = "d4">>
<<set _healRoll = 0>>
<div class="combat-heal">
<h4>Heal with Inspiration Die</h4>
<<narration>>Spend one inspiration die to restore hit points equal to the value rolled.<</narration>>
<div class="inspiration-panel">
<div class="panel-label">Choose your inspiration die and enter the value rolled:</div>
<div class="inspiration-controls">
<<inspirationlistbox "_healDieType">>
<label>Value Rolled:</label>
<<numberbox "_healRoll" 0>>
</div>
<div id="combat-heal-pool" class="small-text">
''Current Pool:''
<<if $pc.inspiration.d4 gt 0>>d4: <<print $pc.inspiration.d4>>,<</if>>
<<if $pc.inspiration.d6 gt 0>>d6: <<print $pc.inspiration.d6>>,<</if>>
<<if $pc.inspiration.d8 gt 0>>d8: <<print $pc.inspiration.d8>>,<</if>>
<<if $pc.inspiration.d12 gt 0>>d12: <<print $pc.inspiration.d12>><</if>>
</div>
</div>
<div class="combat-action-buttons">
<<button "Confirm Heal">>
<<if $pc.inspiration[_healDieType] gt 0>>
<<set _healAmount = Math.max(1, Ember.applyInspirationRollModifier($pc, _healDieType, _healRoll))>>
<<set _healActPC = Ember.getCurrentParticipant($combat)>>
<<set _healActPCName = _healActPC ? (_healActPC.displayName || _healActPC.name) : "You">>
<<run Ember.adjustHp($pc, _healAmount)>>
<<run Ember.adjustInspiration($pc, _healDieType, -1)>>
<<run UI.update()>>
<<run $combat.log.unshift(_healActPCName + " heals for " + _healAmount + " HP using a " + _healDieType + "!")>>
<<set $combat = Ember.advanceTurn($combat)>>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<<else>>
<<run UI.alert("You have no " + _healDieType + " inspiration dice remaining!")>>
<</if>>
<</button>>
<<button "← Back">>
<<set $combat.phase = "select">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
</div>
</div><<set _pendingSave = $combat.pendingAction>>
<<set _saveAttackDef = _pendingSave ? _pendingSave.attackDef : null>>
<<if _saveAttackDef>>
<div class="combat-player-save">
<h4>Saving Throw!</h4>
<<narration>><<print _pendingSave.npcName>> used <<print _saveAttackDef.name>>!<<if _saveAttackDef.savePrompt>> <<print _saveAttackDef.savePrompt>><</if>><</narration>>
<<set _diceRollCheck_header = "Make a " + (_saveAttackDef.saveStat || "str").toUpperCase() + " Saving Throw">>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _targetStat = _saveAttackDef.saveStat || "str">>
<<set _dc = _saveAttackDef.saveDC>>
<<set _checkResultsPassage = "combat-save-result">>
<<include "OmniDiceRollCheck">>
</div>
<<else>>
<<narration>>Save data missing — continuing.<</narration>>
<<button "Continue →">>
<<set $combat.phase = "npc-result">>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</button>>
<</if>><<set _saveResolved = Ember.resolveNpcSaveAttack($combat.pendingAction, _totalResult, $combat)>>
<<run $combat.log.unshift(_saveResolved.log)>>
<<run UI.update()>>
<<set _saveCombatStatus = Ember.getCombatStatus($combat)>>
<<if _saveCombatStatus is "victory">>
<<set $combat.phase = "victory">>
<<elseif _saveCombatStatus is "defeat">>
<<set $combat.phase = "defeat">>
<<else>>
<<set $combat.phase = "npc-result">>
<</if>>
<<replace "#combat-container">><<include "combat-render">><</replace>>/*
Renders one multi-select question as checkboxes, then a Continue link that records whichever
options were checked and advances to the next passage. Used for quizzes/interrogations where the
player may select zero or more answers (see winter_court_after_fete.twee for example call sites).
Potential pre-set values for this component:
_questionHeader - the question prompt shown above the checkboxes (include the numbering, e.g.
"1. What do you know of the Bounding Line? (Select all you believe to be true)")
_questionOptions - array of up to 6 { key, text } objects, one per checkbox, in display order
_questionAnswerBucket - the array that the key of every checked option is pushed into when the
player continues. Pass an existing array by reference, e.g.
<<set _questionAnswerBucket to $moranaAnswers.boundingLine>>
_questionNextPassage - name of the passage to advance to once the player clicks Continue
*/
<<set _qcState0 to false>>
<<set _qcState1 to false>>
<<set _qcState2 to false>>
<<set _qcState3 to false>>
<<set _qcState4 to false>>
<<set _qcState5 to false>>
<<prompt>>
<<print _questionHeader>><br/>
<<if _questionOptions[0]>><<checkbox "_qcState0" false true>> <<print _questionOptions[0].text>><br/><</if>>
<<if _questionOptions[1]>><<checkbox "_qcState1" false true>> <<print _questionOptions[1].text>><br/><</if>>
<<if _questionOptions[2]>><<checkbox "_qcState2" false true>> <<print _questionOptions[2].text>><br/><</if>>
<<if _questionOptions[3]>><<checkbox "_qcState3" false true>> <<print _questionOptions[3].text>><br/><</if>>
<<if _questionOptions[4]>><<checkbox "_qcState4" false true>> <<print _questionOptions[4].text>><br/><</if>>
<<if _questionOptions[5]>><<checkbox "_qcState5" false true>> <<print _questionOptions[5].text>><br/><</if>>
<<link "Continue...">>
<<if _qcState0>><<run _questionAnswerBucket.push(_questionOptions[0].key)>><</if>>
<<if _qcState1>><<run _questionAnswerBucket.push(_questionOptions[1].key)>><</if>>
<<if _qcState2>><<run _questionAnswerBucket.push(_questionOptions[2].key)>><</if>>
<<if _qcState3>><<run _questionAnswerBucket.push(_questionOptions[3].key)>><</if>>
<<if _qcState4>><<run _questionAnswerBucket.push(_questionOptions[4].key)>><</if>>
<<if _qcState5>><<run _questionAnswerBucket.push(_questionOptions[5].key)>><</if>>
<<goto _questionNextPassage>>
<</link>>
<</prompt>>/*
Presents two mutually-exclusive options as radio buttons, plus a Confirm button, and navigates to
whichever option's passage was selected. Used for narrative "pick one of two outcomes" moments (e.g.
winter_court_after_fete.twee's coin-flip scene). Each option works with just a text label, or with an
image too (e.g. two coin faces) — the component doesn't care which passages use art and which don't.
Potential pre-set values for this component:
_binaryChoiceHeader - Optional. Prompt text shown above the two options.
_binaryChoiceOptionA / _binaryChoiceOptionB - { label, passage, image } objects, one per option.
label - Text shown next to the radio button, and used as the image's alt text if one is given.
passage - Passage to navigate to if this option is selected when Confirm is clicked.
image - Optional. Path to an image (e.g. "assets/coin-heads.png") shown above the label.
_binaryChoiceConfirmLabel - Optional. Text for the confirm button. Defaults to "Confirm".
Does not set any output variables — clicking Confirm navigates directly via <<goto>>.
*/
<<set _binaryChoiceSelected to "">>
<<set _binaryChoiceConfirmText to _binaryChoiceConfirmLabel ?? "Confirm">>
<<prompt>>
<<if _binaryChoiceHeader>>
<<print _binaryChoiceHeader>><br/>
<</if>>
<label>
<<if _binaryChoiceOptionA.image>>
<<print '<img src="' + _binaryChoiceOptionA.image + '" alt="' + _binaryChoiceOptionA.label + '"><br>'>>
<</if>>
<<radiobutton "_binaryChoiceSelected" "a">> <<print _binaryChoiceOptionA.label>>
</label><br/>
<label>
<<if _binaryChoiceOptionB.image>>
<<print '<img src="' + _binaryChoiceOptionB.image + '" alt="' + _binaryChoiceOptionB.label + '"><br>'>>
<</if>>
<<radiobutton "_binaryChoiceSelected" "b">> <<print _binaryChoiceOptionB.label>>
</label><br/>
<<button _binaryChoiceConfirmText>>
<<if _binaryChoiceSelected is "a">>
<<goto _binaryChoiceOptionA.passage>>
<<elseif _binaryChoiceSelected is "b">>
<<goto _binaryChoiceOptionB.passage>>
<<else>>
<<run UI.alert("Please select an option before confirming.")>>
<</if>>
<</button>>
<</prompt>>/*
Potential pre-set values for this component:
_diceRollCheck_header - Sets what the header of the box should say
_diceCount - total number of dice to roll
_diceSize - the size of the dice to roll (d4, d6, d8, d12)
_checkResultsPassage - This is a page that is inserted that handles the results check, so we don't have to handle it inside of
here but still keep it inside and transition inside of here.
_targetStat - The stat this roll is targeting, if any. This CAN be null
_dc - the Difficulty Class for this check.
_extraBonus - optional flat bonus folded into _totalResult alongside _baseBonus/_skillBonus/
_inspirationUsed (e.g. OmniStoryTeller.twee's chosen-story bonus). Defaults to 0.
Also reads $pc.disadvantageStats directly (not a pre-set _ variable, since it's a persistent condition
rather than a per-check setting): when it includes _targetStat, a disadvantage hint is shown. Add to it
via Ember.addDisadvantageStat($pc, statName) when something inflicts standing disadvantage on a stat,
and clear it via Ember.removeDisadvantageStat($pc, statName) once that condition ends.
*/
<<set _baseBonus = Ember.getCheckBonus($pc, _targetStat)>>
<<set _extraBonus = _extraBonus ?? 0>>
<<set _manualRoll = 0>>
<<set _inspirationUsed = 0>>
<<set _totalResult = 0>>
<<set _differenceValue = 0>>
<<set _dieMultiplier = 1>>
<<set _skillBonus = Ember.skillProficiencyBonus($pc, _targetStat)>>
/* Specialty Verification Loop */
<<if Ember.hasSpecialty($pc, _targetStat)>>
<<set _dieMultiplier = 2>>
<</if>>
/* Track temporary data before final confirmation */
<<set _pendingUses = { d4: 0, d6: 0, d8: 0, d12: 0 }>>
<<set _addedDiceHistory = []>>
/* Subtitles wild magic (id 67): Persuasion auto-succeeds and Deception auto-fails, no roll needed. */
<<set _wm67Persuasion = ($pc.wildMagic && $pc.wildMagic.indexOf(67) gt -1 and _targetStat is "Persuasion")>>
<<set _wm67Deception = ($pc.wildMagic && $pc.wildMagic.indexOf(67) gt -1 and _targetStat is "Deception")>>
/* Butterfingers wild magic (id 69): Dexterity checks auto-fail, no roll needed. */
<<set _wm69Dexterity = ($pc.wildMagic && $pc.wildMagic.indexOf(69) gt -1 and _targetStat is "Dexterity")>>
/* Oh, sweet summer child... wild magic (id 76): next Insight check auto-fails, then is consumed. */
<<set _wm76Insight = ($pc.wildMagic && $pc.wildMagic.indexOf(76) gt -1 and _targetStat is "Insight")>>
/* I can read you like a book... wild magic (id 77): next Insight check auto-succeeds, then is consumed. */
<<set _wm77Insight = ($pc.wildMagic && $pc.wildMagic.indexOf(77) gt -1 and _targetStat is "Insight")>>
<<if _wm67Persuasion or _wm67Deception or _wm69Dexterity or _wm76Insight or _wm77Insight>>
<<set _totalResult = (_wm67Persuasion or _wm77Insight) ? 9999 : -9999>>
<<set _differenceValue = _totalResult - (_dc || 0)>>
<<if _wm76Insight>>
<<run Ember.removeWildMagic($pc, 76)>>
<</if>>
<<if _wm77Insight>>
<<run Ember.removeWildMagic($pc, 77)>>
<</if>>
<div id="omni-check-container">
<<narration>>
<<if _wm67Persuasion>>
Your thoughts flash above your head in glowing subtitles — utterly convincing. There's no need to roll; your words simply work.
<<elseif _wm67Deception>>
Your thoughts flash above your head in glowing subtitles, giving away the lie before you even finish speaking. There's no need to roll; the deception falls flat.
<<elseif _wm69Dexterity>>
Your greasy hands and feet betray you before you even try — there's no need to roll; this Dexterity check fails outright.
<<elseif _wm77Insight>>
"I can read you like a book..." Their intentions are laid bare before you — there's no need to roll; this Insight check succeeds outright.
<<else>>
"Oh, sweet summer child..." You completely misread the situation — there's no need to roll; this Insight check fails outright.
<</if>>
<</narration>>
<<run UI.update()>>
<<include _checkResultsPassage>>
</div>
<<else>>
<div id="omni-check-container">
<div class="check-container scroll-description">
<div class="check-header">
<<if _diceRollCheck_header>>
<<print _diceRollCheck_header>>
<<else>>
<<if _targetStat>>Attempting <<print _targetStat.toUpperCase()>><<else>>Making a Check<</if>>
<<if _dieMultiplier is 2>><span class="specialty-indicator">(The <<print $pc.class>> class will Automatically have the Inspiration you enter Doubled!)</span><</if>>
<</if>>
</div>
<div class="check-inputs">
<label><<if _diceCount and _diceCount gt 0 and _diceSize and _diceSize gt 0>>
Roll <<print _diceCount>>d<<print _diceSize>> and enter Roll:
<<else>>Enter Roll:<</if>>
</label>
<<numberbox "_manualRoll" 0>>
<<if _targetStat is "Persuasion" and $pc.wildMagic && $pc.wildMagic.indexOf(66) gt -1>>
<div class="small-text">Your Glow-up grants you advantage on this Persuasion check — roll with advantage (2d20, take the higher) before entering your total.</div>
<</if>>
<<if (_targetStat is "Persuasion" or _targetStat is "Deception") and $pc.wildMagic && $pc.wildMagic.indexOf(68) gt -1>>
<div class="small-text">Your Disney Curse grants you advantage on this <<print _targetStat>> check — roll with advantage (2d20, take the higher) before entering your total.</div>
<</if>>
<<if _targetStat is "Insight" and $pc.wildMagic && $pc.wildMagic.indexOf(78) gt -1>>
<div class="small-text">"I know your face..." grants you advantage on this Insight check — roll with advantage (2d20, take the higher) before entering your total.</div>
<</if>>
<<if _targetStat is "Insight" and $pc.wildMagic && $pc.wildMagic.indexOf(79) gt -1>>
<div class="small-text">"This is why we can't go nice places..." saddles you with disadvantage on this Insight check — roll with disadvantage (2d20, take the lower) before entering your total.</div>
<</if>>
<<if $pc.disadvantageStats && $pc.disadvantageStats.includes(_targetStat)>>
<div class="small-text">You are rolling this <<print _targetStat>> check with Disadvantage — roll with disadvantage (2d20, take the lower) before entering your total.</div>
<</if>>
<span id="inspiration-toggle-zone">
<div class="inspiration-trigger-panel" style="margin-top: 10px;">
<<button "+ Add Inspiration Die">>
<<replace "#inspiration-toggle-zone">>
/* Inspiration Logic Panels */
<div class="inspiration-panel">
<div class="panel-label">Apply Inspiration Dice:</div>
/* 1. Selection and Input */
<div class="inspiration-controls">
<<inspirationlistbox "_selectedDieType">>
<label>Value Rolled:</label>
<<numberbox "_currentInspoRoll" 0>>
/* 2. Virtual Validation, Multiplier Application and Accumulation */
<<button "Add to Check">>
/* Check against the real pool minus what is already pending */
<<if _pendingUses[_selectedDieType] < $pc.inspiration[_selectedDieType]>>
<<if _selecteDieTYpe === "d4" >>
<<if _currentInspoRoll lte 0 and _currentInspoRoll gt 4>>
<<run UI.alert("Please enter a valid d4 roll between 1 and 4!")>>
<</if>>
<<elseif _selectedDieType === "d6">>
<<if _currentInspoRoll lte 0 and _currentInspoRoll gt 6>>
<<run UI.alert("Please enter a valid d6 roll between 1 and 6!")>>
<</if>>
<<elseif _selectedDieType === "d8">>
<<if _currentInspoRoll lte 0 and _currentInspoRoll gt 8>>
<<run UI.alert("Please enter a valid d8 roll between 1 and 8!")>>
<</if>>
<<elseif _selectedDieType === "d12">>
<<if _currentInspoRoll lte 0 and _currentInspoRoll gt 12>>
<<run UI.alert("Please enter a valid d12 roll between 1 and 12!")>>
<</if>>
<</if>>
/* Wild magics 80-87: double/halve the raw die before the class-specialty multiplier stacks on top */
<<set _currentInspoRoll = Ember.applyInspirationRollModifier($pc, _selectedDieType, _currentInspoRoll)>>
/* Calculate value incorporating specialty doubling */
<<set _calculatedValue = _currentInspoRoll * _dieMultiplier>>
/* Stage the calculation without changing the permanent character file */
<<set _pendingUses[_selectedDieType] += 1>>
<<set _inspirationUsed += _calculatedValue>>
/* Log text based on whether it was doubled or a standard calculation */
<<if _dieMultiplier is 2>>
<<run _addedDiceHistory.push("+" + _calculatedValue + " (" + _selectedDieType + " Doubled)")>>
<<else>>
<<run _addedDiceHistory.push("+" + _calculatedValue + " (" + _selectedDieType + ")")>>
<</if>>
/* Reset the input field for the next entry choice */
<<set _currentInspoRoll = 0>>
/* Visual Dynamic Updates */
<<replace "#inspiration-summary">>
Added: <<print _addedDiceHistory.join(" ")>>
<br>
<span class="pool-preview"> ''Staged Changes:''
<<if ($pc.inspiration.d4 - _pendingUses.d4) gt 0>>d4: <<print ($pc.inspiration.d4-_pendingUses.d4)>>,<</if>>
<<if ($pc.inspiration.d6 - _pendingUses.d6) gt 0>>d6: <<print ($pc.inspiration.d6-_pendingUses.d6)>>,<</if>>
<<if ($pc.inspiration.d8 - _pendingUses.d8) gt 0>>d8: <<print ($pc.inspiration.d8-_pendingUses.d8)>>,<</if>>
<<if ($pc.inspiration.d12 - _pendingUses.d12) gt 0>>d12: <<print ($pc.inspiration.d12-_pendingUses.d12)>><</if>>
</span>
<</replace>>
<<else>>
<<run UI.alert("Validation Error: You have no remaining " + _selectedDieType + " dice available to add to this transaction!")>>
<</if>>
<</button>>
</div>
<div id="inspiration-summary" class="small-text">
''Current Pool:'' <<if $pc.inspiration.d4 gt 0>>d4: $pc.inspiration.d4,<</if>>
<<if $pc.inspiration.d6 gt 0>>d6: $pc.inspiration.d6,<</if>>
<<if $pc.inspiration.d8 gt 0>>d8: $pc.inspiration.d8,<</if>>
<<if $pc.inspiration.d12 gt 0>>d12: $pc.inspiration.d12,<</if>>
</div>
</div>
<</replace>>
<</button>>
</div>
</span>
</div>
<div class="calculate-actions" style="margin-top: 15px;">
<<button "Check the results...">>
<<if _pendingUses.d4 > 0>> <<run Ember.adjustD4Inspiration($pc, -(_pendingUses.d4))>> <</if>>
<<if _pendingUses.d6 > 0>> <<run Ember.adjustD6Inspiration($pc, -(_pendingUses.d6))>> <</if>>
<<if _pendingUses.d8 > 0>> <<run Ember.adjustD8Inspiration($pc, -(_pendingUses.d8))>> <</if>>
<<if _pendingUses.d12 > 0>><<run Ember.adjustD12Inspiration($pc, -(_pendingUses.d12))>> <</if>>
<<if _diceSize and _diceCount and _diceSize gt 0 and _diceCount gt 0>>
<<set _totalResult = _manualRoll + _baseBonus + _inspirationUsed + _skillBonus + _extraBonus>>
<<set _differenceValue = _totalResult - _dc>>
<<if _dc and _totalResult lt _dc>>
<<run Ember.checkFailedRollWildMagic($pc)>>
<</if>>
<<if _targetStat is "Insight" and $pc.wildMagic && $pc.wildMagic.indexOf(78) gt -1>>
<<run Ember.removeWildMagic($pc, 78)>>
<</if>>
<<if _targetStat is "Insight" and $pc.wildMagic && $pc.wildMagic.indexOf(79) gt -1>>
<<run Ember.removeWildMagic($pc, 79)>>
<</if>>
<<run UI.update()>>
<<replace "#omni-check-container">>
<<include _checkResultsPassage>>
<</replace>>
<<else>>
<<run UI.alert(`Please enter a valid ${_diceCount}d${_diceSize} roll between ${_diceCount} and ${_diceCount * _diceSize}!`)>>
<</if>>>
<</button>>
</div>
</div>
</div>
<</if>><<if _glyphEntryHeader>>
<<prompt>>
<<print _glyphEntryHeader>>
<</prompt>>
<</if>>
<<script>>
var glyphEntryCount = State.getVar('_glyphEntryCount');
var glyphEntryNextPassage = State.getVar('_glyphEntryNextPassage');
var $container = jQuery(document.createElement('div')).addClass('glyph-entry-row');
for (var i = 0; i < glyphEntryCount; i++) {
jQuery(document.createElement('input')).attr({ type: 'number', min: '0' }).addClass('glyph-entry-input').appendTo($container);
}
$container.appendTo(output);
jQuery(document.createElement('button'))
.addClass('link-internal macro-button')
.attr({ type: 'button', role: 'button', tabindex: 0 })
.text('Continue...')
.ariaClick(function () {
var values = $container.find('.glyph-entry-input').map(function () {
return Math.max(0, Number(jQuery(this).val()) || 0);
}).get();
Ember.setGlyphSequence(State.variables.pc, values);
Engine.play(glyphEntryNextPassage);
})
.appendTo(output);
<</script>>/*
The "recall the sequence" side of a glyph memory challenge (see OmniGlyphEntry for the "set the
sequence" side, both built for Tremor_Giant_intro.twee). Reveals one number box at a time — "Enter
the First Glyph", narration, then a "Wait for the next part of the song..." button — pausing
_glyphRecallDelaySeconds between each, until _glyphRecallCount glyphs have been entered. At the
end, compares everything entered (in order) against $pc.glyphSequence (Ember.glyphSequenceMatches,
character.js) and routes to whichever of _glyphRecallSuccessPassage / _glyphRecallFailPassage
matches the result.
Potential pre-set values for this component:
_glyphRecallCount - how many glyphs to recall in sequence (should match whatever OmniGlyphEntry
saved for this same verse — 5, 7, 9, ...)
_glyphRecallDelaySeconds - how long to pause after each Continue click before the next glyph box
appears. Defaults to 5 if not set.
_glyphRecallNarrationPassages - optional array of passage names, one per glyph (index 0 for the
first glyph, index 1 for the second, etc.), <<include>>d above that glyph's input box. An
entry can be omitted (or the whole array left unset) to show no narration for that step.
_glyphRecallSuccessPassage - passage to go to if the attempt matches $pc.glyphSequence
_glyphRecallFailPassage - passage to go to if it doesn't
Does not set any other output variable — the pass/fail routing happens inside this component.
*/
<<set _glyphRecallDelaySeconds = _glyphRecallDelaySeconds ?? 5>>
<<set _glyphRecallAttempt = []>>
<<set _glyphRecallStep = 1>>
<div id="omni-glyph-recall-container">
<<include "OmniGlyphRecallStep">>
</div>/*
Internal to OmniGlyphRecall — renders one step of the sequence, or (once every step is entered)
the final "check the sequence" button. Not meant to be <<include>>d directly from story passages.
Narration is never removed once shown — only the "Enter the Nth Glyph" prompt, input box, and
"Wait for the next part..." link (wrapped in .glyph-recall-transient) are stripped immediately on
click, with the next step's content <<append>>ed (never replacing anything) after the delay.
*/
<<if _glyphRecallStep lte _glyphRecallCount>>
<<set _glyphRecallOrdinals = ["First", "Second", "Third", "Fourth", "Fifth", "Sixth", "Seventh", "Eighth", "Ninth", "Tenth"]>>
<<set _glyphRecallOrdinal = _glyphRecallOrdinals[_glyphRecallStep - 1] || (_glyphRecallStep + "th")>>
<div class="glyph-recall-transient">
<<prompt>>
Enter the _glyphRecallOrdinal Glyph
<</prompt>>
</div>
<<if _glyphRecallNarrationPassages && _glyphRecallNarrationPassages[_glyphRecallStep - 1]>>
<<set _glyphRecallNarrationPassage = _glyphRecallNarrationPassages[_glyphRecallStep - 1]>>
<<include _glyphRecallNarrationPassage>>
<</if>>
<div class="glyph-recall-transient">
<input type="number" min="0" id="omni-glyph-recall-input" class="glyph-entry-input">
<<narration>>
<<link "Wait for the next part of the song...">>
<<run _glyphRecallAttempt.push(Math.max(0, Number($("#omni-glyph-recall-input").val()) || 0))>>
<<run jQuery("#omni-glyph-recall-container .glyph-recall-transient").remove()>>
<<set _glyphRecallStep += 1>>
<<set _glyphRecallTimedDelay = _glyphRecallDelaySeconds + "s">>
<<timed _glyphRecallTimedDelay>>
<<append "#omni-glyph-recall-container" transition>>
<<include "OmniGlyphRecallStep">>
<</append>>
<</timed>>
<</link>>
<</narration>>
</div>
<<else>>
<<button "Check the sequence against your memory...">>
<<if Ember.glyphSequenceMatches($pc, _glyphRecallAttempt)>>
<<goto _glyphRecallSuccessPassage>>
<<else>>
<<goto _glyphRecallFailPassage>>
<</if>>
<</button>>
<</if>>/*
Lets the player pick one of their own past episode endings (Ember.EpisodeEndings,
episodeEndings.js) to tell as "an amusement" — built for the Fool scene in
sybaris_fete_12_14.twee, but generic enough to reuse anywhere a "tell a story about your journey"
beat needs a Charisma bonus feeding into a following OmniDiceRollCheck. Only endings the player
has actually reached (Ember.hasVisitedLocation) are offered. If none have been reached yet, skips
straight to _storyTellerNextInclude with no bonus.
Potential pre-set values for this component:
_storyTellerNextInclude - the passage/component name to <<include>> once a story is chosen (or
immediately, if there's nothing to choose from). Typically "OmniDiceRollCheck", with that
component's own usual pre-set variables (_diceRollCheck_header, _targetStat, _dc, etc.)
already set beforehand by the caller, same as any other direct use of OmniDiceRollCheck.
Sets _extraBonus (read by OmniDiceRollCheck.twee) to the chosen story's bonus, or 0 if there was
nothing available to choose from.
*/
<<set _storyTellerOptions = Ember.getAvailableStoryTellOptions($pc)>>
<div id="omni-story-teller-container">
<<if _storyTellerOptions.length gt 0>>
<<prompt>>Which story will you tell?<</prompt>>
<<script>>
/* <<listbox>>/<<option>> scan their payload statically and can't take a looped or computed
argument (confirmed empirically: even a precomputed bare variable came back "undefined") —
so the dropdown is built by hand here, same approach as OmniGlyphEntry.twee's number boxes. */
var storyOptions = State.getVar('_storyTellerOptions');
var nextInclude = State.getVar('_storyTellerNextInclude');
var $select = jQuery(document.createElement('select')).addClass('macro-listbox');
storyOptions.forEach(function (option) {
jQuery(document.createElement('option'))
.attr('value', option.passage)
.text(option.episode + ': ' + option.label)
.appendTo($select);
});
$select.appendTo(output);
jQuery(document.createElement('button'))
.addClass('link-internal macro-button')
.attr({ type: 'button', role: 'button', tabindex: 0 })
.text('Tell this story...')
.ariaClick(function () {
var chosenPassage = $select.val();
var chosen = storyOptions.filter(function (option) { return option.passage === chosenPassage; })[0];
State.setVar('_extraBonus', chosen ? chosen.bonus : 0);
var container = document.getElementById('omni-story-teller-container');
container.innerHTML = '';
new Wikifier(container, '<<include "' + nextInclude + '">>');
})
.appendTo(output);
<</script>>
<<else>>
<<set _extraBonus = 0>>
<<include _storyTellerNextInclude>>
<</if>>
</div>/*
Free-text equivalent of OmniDiceRollCheck: a text box and a confirm button, checked for keywords
instead of rolled against a DC.
Potential pre-set values for this component:
_textCheckHeader - What the header of the box should say (what the player is being asked/prompted)
_textCheckKeywords - Array of keyword strings, case-insensitive.
_textCheckRequireAll - Optional, defaults to false (ANY keyword passes). Set true to instead
require EVERY keyword to be present (e.g. ["Brickabrack", "Stuffins"] with this true only
passes if the response calls out both names, not just one).
_checkResultsPassage - A passage that is included to handle the results, same convention as
OmniDiceRollCheck, so the pass/fail branching stays with the caller, not this component.
Sets _textCheckResponse (the player's raw input) and _textCheckPassed (true/false) before
including _checkResultsPassage, for the results passage to branch on — see OmniDiceRollCheck's
_totalResult/_dc for the equivalent dice-check pattern.
*/
<<set _textCheckResponse = "">>
<<set _textCheckPassed = false>>
<<set _textCheckRequireAll = _textCheckRequireAll ?? false>>
<div id="omni-text-check-container">
<div class="check-container scroll-description">
<div class="check-header">
<<if _textCheckHeader>>
<<print _textCheckHeader>>
<<else>>
What do you say?
<</if>>
</div>
<div class="check-inputs">
<<textbox "_textCheckResponse" "">>
</div>
<div class="calculate-actions" style="margin-top: 15px;">
<<button "Confirm">>
<<set _textCheckPassed = Ember.textContainsKeyword(_textCheckResponse, _textCheckKeywords, _textCheckRequireAll)>>
<<replace "#omni-text-check-container">>
<<include _checkResultsPassage>>
<</replace>>
<</button>>
</div>
</div>
</div>/*
Given a list of candidate links, displays only the ones the player has not visited yet (per
Ember.hasVisitedLocation / $pc.visitedLocations, updated automatically on every navigation — see
Config.navigation.override in 00_StoryConfig.js). Generalizes the same "don't re-offer a path
already taken" pattern chose-an-episode-pre-fete (episode_switcher.twee) does inline for its own
hardcoded episode list, for use in any passage with multiple optional/loop-prone links.
Potential pre-set values for this component:
_unvisitedLinksOptions - Array of { label, passage, text } objects, one per candidate link.
text - Optional. Descriptive text rendered above the link (e.g. framing what the choice is
before naming it) — bypassed along with the link once that option has been visited.
_unvisitedLinksHeader - Optional. Narration shown above the list, only when at least one option
remains unvisited.
_unvisitedLinksAllVisitedPassage - Optional. If every option has already been visited, this
passage is included instead. If omitted, nothing is shown once all options are exhausted.
Does not set any output variables — clicking an option navigates directly via a normal <<link>>,
same as any other twee link.
*/
<<set _unvisitedLinksRemaining = Ember.filterUnvisitedLinks($pc, _unvisitedLinksOptions)>>
<<if _unvisitedLinksRemaining.length gt 0>>
<<if _unvisitedLinksHeader>>
<<narration>>
<<print _unvisitedLinksHeader>>
<</narration>>
<</if>>
<<prompt>>
<<for _unvisitedLinksIndex to 0; _unvisitedLinksIndex lt _unvisitedLinksRemaining.length; _unvisitedLinksIndex++>>
<<set _unvisitedLinksOption = _unvisitedLinksRemaining[_unvisitedLinksIndex]>>
<<if _unvisitedLinksOption.text>>
<<print _unvisitedLinksOption.text>><br/>
<</if>>
<<link _unvisitedLinksOption.label _unvisitedLinksOption.passage>><</link>>
<<if _unvisitedLinksIndex lt _unvisitedLinksRemaining.length - 1>><br/><</if>>
<</for>>
<</prompt>>
<<elseif _unvisitedLinksAllVisitedPassage>>
<<include _unvisitedLinksAllVisitedPassage>>
<</if>><<widget "shieldSpell">>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intelligence">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "shieldSpell-check-results">>
<<include "OmniDiceRollCheck">>
<</widget>><<if _totalResult lt _dc>>
<<set $pc.ac += 2>>
<<elseif _totalResult gte _dc>>
<<set $pc.ac += 5>>
<</if>><<if _tempStats[_statName].value > $pc.stats[_statName].value>>
<<button "-">>
<<set _tempStats[_statName].value-->>
<<set _pointsSpent-->>
<<replace `"#val-" + _statName`>>
<<print _tempStats[_statName].value>>
<</replace>>
<<replace `"#bonus-" + _statName`>>
(<<print Ember.getBonus(_tempStats[_statName].value)>>)
<</replace>>
<<replace "#points-remaining">>
<<print 4 - _pointsSpent>>
<</replace>>
<<for _k to 0; _k < _stats.length; _k++>>
<<set _statName = _stats[_k]>>
<<replace `"#controls-" + _statName`>>
<<include "StatControlSnippet">>
<</replace>>
<</for>>
<<replace "#confirm-stats-box">>
<<include "ConfirmStatsButton">>
<</replace>>
<</button>>
<</if>>
<<if Ember.canAddPoint(_pointsSpent, _tempStats[_statName].value)>>
<<button "+">>
<<if Ember.canAddPoint(_pointsSpent, _tempStats[_statName].value)>>
<<set _tempStats[_statName].value++>>
<<set _pointsSpent++>>
<<replace `"#val-" + _statName`>>
<<print _tempStats[_statName].value>>
<</replace>>
<<replace `"#bonus-" + _statName`>>
(<<print Ember.getBonus(_tempStats[_statName].value)>>)
<</replace>>
<<replace "#points-remaining">>
<<print 4 - _pointsSpent>>
<</replace>>
<<for _k to 0; _k < _stats.length; _k++>>
<<set _statName = _stats[_k]>>
<<replace `"#controls-" + _statName`>>
<<include "StatControlSnippet">>
<</replace>>
<</for>>
<<replace "#confirm-stats-box">>
<<include "ConfirmStatsButton">>
<</replace>>
<</if>>
<</button>>
<</if>><<if _pointsSpent is 4>>
<<button "Confirm Stats and Continue">>
<<set $pc.stats = _tempStats>>
<<run Ember.setAllBonuses($pc)>>
<<run Ember.setHP($pc)>>
<<goto "d1-passage1">>
<</button>>
<<else>>
<button disabled>Confirm Stats and Continue</button>
<</if>><<set _wildMagicManualRoll = 0>>
<div id="wild-magic-container">
<div class="check-container scroll-description">
<div class="check-header">
You have been hit with wild magic from the realm of the Fey!
</div>
<div class="check-inputs">
/* Manual Roll Input */
<label>Enter a d100 Roll (either a 1d100, or 2d10 with a tens and ones digit):</label>
<<numberbox "_wildMagicManualRoll" 0>>
</div>
<div class="calculate-actions" style="margin-top: 15px;">
<<button "See what the wild magic has done...">>
/* 2. Compute the final totals */
<<if _wildMagicManualRoll gt 0 and _wildMagicManualRoll lte 100>>
<<set _wildMagicResponse = Ember.findWildMagicFromRoll($pc, _wildMagicManualRoll)>>
<<run UI.update()>>
<<replace "#wild-magic-container">>
<<narration>>
As the wild magic swirls around you, you feel a tingling, something strange...<br/>
_wildMagicResponse <br/>
[[Continue on your journey...|_nextPassage]]
<</narration>>
<</replace>>
<<else>>
<<run UI.alert("Please enter a valid number between 1 and 100!")>>
<</if>>
<</button>>
</div>
</div>
</div><<if _totalResult gte _dc>>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<run UI.update()>>
<<narration>>"Well, aren't you a smooth talker," the figure grins, and tosses you a d8 Inspiration die along with the tots.<</narration>>
<<else>>
<<narration>>The figure shakes his head and tucks the tots away. "Nice try." You get nothing.<</narration>>
<</if>>
<<button "Continue">>
<<run SugarCube.Dialog.close()>>
<</button>><<if _totalResult gte _dc>>
<<run Ember.addWildMagic($pc, 95)>>
<<narration>>You out-think the auditor. A shimmering "Audit Shield" settles over you, ready to absorb the first hit of your next fight.<</narration>>
<<else>>
<<narration>>The auditor tuts and stamps your file "DENIED." No shield for you.<</narration>>
<</if>>
<<button "Continue">>
<<run SugarCube.Dialog.close()>>
<</button>><<prompt>>You must remove <span id="wm99-points-remaining">@@.bold;<<print 2 - _wm99PointsRemoved>>@@</span> more point(s). (Stats can't drop below 3)<</prompt>>
<div class="stat-container">
<<set _wm99Stats = ["str", "dex", "con", "int", "wis", "cha"]>>
<<for _i to 0; _i < _wm99Stats.length; _i++>>
<<set _statName = _wm99Stats[_i]>>
<<capture _statName>>
<div class="stat-box">
<label><<print _statName.toUpperCase()>></label>
<<set _valId = "wm99-val-" + _statName>>
<div class="stat-value" @id="_valId">
<<print _wm99TempStats[_statName].value>>
</div>
<<set _bonusId = "wm99-bonus-" + _statName>>
<div class="stat-bonus" @id="_bonusId">
(<<print Ember.getBonus(_wm99TempStats[_statName].value)>>)
</div>
<<set _controlsId = "wm99-controls-" + _statName>>
<div class="stat-controls" @id="_controlsId">
<<include "WildMagic99StatControl">>
</div>
</div>
<</capture>>
<</for>>
</div>
<div class="confirm-box" id="wm99-confirm-box">
<<include "WildMagic99Confirm">>
</div><<if _wm99TempStats[_statName].value < $pc.stats[_statName].value>>
<<button "+">>
<<set _wm99TempStats[_statName].value++>>
<<set _wm99PointsRemoved-->>
<<replace `"#wm99-val-" + _statName`>>
<<print _wm99TempStats[_statName].value>>
<</replace>>
<<replace `"#wm99-bonus-" + _statName`>>
(<<print Ember.getBonus(_wm99TempStats[_statName].value)>>)
<</replace>>
<<replace "#wm99-points-remaining">>
<<print 2 - _wm99PointsRemoved>>
<</replace>>
<<for _k to 0; _k < _wm99Stats.length; _k++>>
<<set _statName = _wm99Stats[_k]>>
<<replace `"#wm99-controls-" + _statName`>>
<<include "WildMagic99StatControl">>
<</replace>>
<</for>>
<<replace "#wm99-confirm-box">>
<<include "WildMagic99Confirm">>
<</replace>>
<</button>>
<</if>>
<<if Ember.canRemovePoint(_wm99PointsRemoved, _wm99TempStats[_statName].value)>>
<<button "-">>
<<set _wm99TempStats[_statName].value-->>
<<set _wm99PointsRemoved++>>
<<replace `"#wm99-val-" + _statName`>>
<<print _wm99TempStats[_statName].value>>
<</replace>>
<<replace `"#wm99-bonus-" + _statName`>>
(<<print Ember.getBonus(_wm99TempStats[_statName].value)>>)
<</replace>>
<<replace "#wm99-points-remaining">>
<<print 2 - _wm99PointsRemoved>>
<</replace>>
<<for _k to 0; _k < _wm99Stats.length; _k++>>
<<set _statName = _wm99Stats[_k]>>
<<replace `"#wm99-controls-" + _statName`>>
<<include "WildMagic99StatControl">>
<</replace>>
<</for>>
<<replace "#wm99-confirm-box">>
<<include "WildMagic99Confirm">>
<</replace>>
<</button>>
<</if>><<if _wm99PointsRemoved is 2>>
<<button "Confirm and Close">>
<<set $pc.stats = _wm99TempStats>>
<<run Ember.setAllBonuses($pc)>>
<<run Ember.reapplyBonusChanges($pc)>>
<<run Ember.addWildMagic($pc, 99)>>
<<run UI.update()>>
<<run SugarCube.Dialog.close()>>
<</button>>
<<else>>
<button disabled>Confirm and Close</button>
<</if>><<prompt>>You have <span id="wm100-points-remaining">@@.bold;<<print 4 - _wm100PointsSpent>>@@</span> points left to spend. (Max 16 per stat)<</prompt>>
<div class="stat-container">
<<set _wm100Stats = ["str", "dex", "con", "int", "wis", "cha"]>>
<<for _i to 0; _i < _wm100Stats.length; _i++>>
<<set _statName = _wm100Stats[_i]>>
<<capture _statName>>
<div class="stat-box">
<label><<print _statName.toUpperCase()>></label>
<<set _valId = "wm100-val-" + _statName>>
<div class="stat-value" @id="_valId">
<<print _wm100TempStats[_statName].value>>
</div>
<<set _bonusId = "wm100-bonus-" + _statName>>
<div class="stat-bonus" @id="_bonusId">
(<<print Ember.getBonus(_wm100TempStats[_statName].value)>>)
</div>
<<set _controlsId = "wm100-controls-" + _statName>>
<div class="stat-controls" @id="_controlsId">
<<include "WildMagic100StatControl">>
</div>
</div>
<</capture>>
<</for>>
</div>
<div class="confirm-box" id="wm100-confirm-box">
<<include "WildMagic100Confirm">>
</div><<if _wm100TempStats[_statName].value > $pc.stats[_statName].value>>
<<button "-">>
<<set _wm100TempStats[_statName].value-->>
<<set _wm100PointsSpent-->>
<<replace `"#wm100-val-" + _statName`>>
<<print _wm100TempStats[_statName].value>>
<</replace>>
<<replace `"#wm100-bonus-" + _statName`>>
(<<print Ember.getBonus(_wm100TempStats[_statName].value)>>)
<</replace>>
<<replace "#wm100-points-remaining">>
<<print 4 - _wm100PointsSpent>>
<</replace>>
<<for _k to 0; _k < _wm100Stats.length; _k++>>
<<set _statName = _wm100Stats[_k]>>
<<replace `"#wm100-controls-" + _statName`>>
<<include "WildMagic100StatControl">>
<</replace>>
<</for>>
<<replace "#wm100-confirm-box">>
<<include "WildMagic100Confirm">>
<</replace>>
<</button>>
<</if>>
<<if Ember.canAddPoint(_wm100PointsSpent, _wm100TempStats[_statName].value)>>
<<button "+">>
<<set _wm100TempStats[_statName].value++>>
<<set _wm100PointsSpent++>>
<<replace `"#wm100-val-" + _statName`>>
<<print _wm100TempStats[_statName].value>>
<</replace>>
<<replace `"#wm100-bonus-" + _statName`>>
(<<print Ember.getBonus(_wm100TempStats[_statName].value)>>)
<</replace>>
<<replace "#wm100-points-remaining">>
<<print 4 - _wm100PointsSpent>>
<</replace>>
<<for _k to 0; _k < _wm100Stats.length; _k++>>
<<set _statName = _wm100Stats[_k]>>
<<replace `"#wm100-controls-" + _statName`>>
<<include "WildMagic100StatControl">>
<</replace>>
<</for>>
<<replace "#wm100-confirm-box">>
<<include "WildMagic100Confirm">>
<</replace>>
<</button>>
<</if>><<if _wm100PointsSpent is 4>>
<<button "Confirm and Close">>
<<set $pc.stats = _wm100TempStats>>
<<run Ember.setAllBonuses($pc)>>
<<run Ember.reapplyBonusChanges($pc)>>
<<run Ember.addWildMagic($pc, 100)>>
<<run UI.update()>>
<<run SugarCube.Dialog.close()>>
<</button>>
<<else>>
<button disabled>Confirm and Close</button>
<</if>><<if def $pc>>
<<if tags().includes("day+")>>
<<set $pc.dayNum += 1>>
<<run Ember.checkEchoExpiry($pc)>>
<<run Ember.checkDailyWildMagic($pc)>>
<</if>>
<</if>><<if $loggedIn>>
<details>
<summary>''Navigation''</summary>
<<link "Return to Menu">>
<<run Ember.saveGame(State.variables.sessionName, Ember.createSaveData(State.variables.pc, passage()))>>
<<set $pc = null>>
<<goto gameMenuScreen>>
<</link>>
<br/>
<<link "Log Out">>
<<run Ember.saveGame(State.variables.sessionName, Ember.createSaveData(State.variables.pc, passage()))>>
<<set $loggedIn = false>>
<<run Engine.restart()>>
<</link>>
</details>
<</if>><div class="login-container">
<h2> Enter Your Credentials</h2>
<label>Order Number:</label>
<<textbox "$inputOrderNum" "">>
<label>Order Date (MMDDYY)</label>
<<textbox "$inputOrderDate" "">>
<<button "Login">>
<<if Ember.validateLogin($inputOrderNum, $inputOrderDate)>>
<<set $loggedIn = true>>
<<goto "gameMenuScreen">>
<<else>>
<<replace "#login-error">>
Invalid Order Number or Date. Please try again.
<</replace>>
<</if>>
<</button>>
<span id="login-error" style="color: red;"></span>
</div><<set $sessionName = $inputOrderNum + "-" + $inputOrderDate>>
<<if !Ember.hasSeenGameInfo($inputOrderNum, $inputOrderDate)>>
<<run Ember.markGameInfoSeen($inputOrderNum, $inputOrderDate)>>
<<set $gameInfoReturnPassage = "gameMenuScreen">>
<<goto "game-info-intro">>
<<else>>
<div class="menu-container">
<h2>Welcome to Feybound</h2>
<div class="menu-options">
<<button "Start New Game">>
<<goto "character-creation-1">>
<</button>>
<<button "Select Load Game">>
<<goto "loadScreen">>
<</button>>
<<button "How to Play">>
<<set $gameInfoReturnPassage = "gameMenuScreen">>
<<goto "game-info-intro">>
<</button>>
</div>
<div class="menu-secondary-link">
[[Credits|credits-roll]]
</div>
</div>
<</if>><<include "navigation">>
<<include "character-display-template">><h2>Select a Saved Adventure</h2>
<<set _saves = Ember.getSavesByOrderAndDate($inputOrderNum, $inputOrderDate)>>
<<if _saves.length === 0>>
<<prompt>>
No Saved games Found... <<button "Return to Main Menu">><<goto "gameMenuScreen">><</button>>
<</prompt>>
<<else>>
<<button "Back to Main Menu">><<goto "gameMenuScreen">><</button>>
<<scroll>>
<div class="save-list">
<<set _prefix = "Feybound_" + $inputOrderNum + "-" + $inputOrderDate + "_">>
<<for _i to 0; _i lt _saves.length; _i++>>
<<set _currentSave = _saves[_i]>>
<div class="save-entry">
<<set _displayName = (_currentSave.replace(_prefix, "")).split("_").join(" ")>>
<<set _saveData = Ember.loadGameData(_currentSave)>>
<<set _isCompleted = _saveData && _saveData.character && Ember.isStoryCompleted(_saveData.character)>>
<<set _saveChar = _saveData ? _saveData.character : null>>
<<set _saveWeapon = (_saveChar && _saveChar.weapon && Ember.getItem(_saveChar.weapon)) ? Ember.getItem(_saveChar.weapon).name : null>>
<<set _saveDetails = _saveChar ? [_saveChar.background, _saveChar["class"], _saveWeapon].filter(Boolean).join(", ") : "">>
<<set _saveInfoClass = _isCompleted ? "save-entry-info disabled" : "save-entry-info">><span @class="_saveInfoClass"><<print (_saveChar && _saveChar.displayName) || _displayName>><<if _saveDetails>> - <<print _saveDetails>><</if>><<if _isCompleted>> (Story Complete)<</if>></span>
<<if !_isCompleted>>
<<button "Load">>
<<script>>
var saveKey = State.temporary.currentSave;
const data = Ember.loadGameData(saveKey);
if (data) {
State.variables.sessionName = saveKey;
State.variables.pc = data.character;
State.variables.characterCreated = true;
Engine.play(data.lastPassage);
}
<</script>>
<</button>>
<</if>>
<span class="save-delete" title="Delete this save">
<<button "✕">>
<<run Ember.confirmDelete(_currentSave, _displayName)>>
<</button>>
</span>
</div>
<</for>>
</div>
<</scroll>>
<div id="confirm-delete"></div>
<</if>><h2>Welcome, foolish mortal!</h2>
<<narration>>
Since you're bound and determined to tell a story, I'm delighted to welcome you to this midsummer night's madness!
<</narration>>
<<prompt>>But before we begin, tell me your name!<</prompt>>
<<textbox "_name" "Enter Name" autofocus>>
<span id="welcomeNamedOne">
<<button "Confirm Name">>
<<set $pc = Ember.createCharacter(_name)>>
<<set $sessionName += "_" + $pc.name.trim().replace(/\s+/g, '_')>>
<<run UI.update()>>
<<replace "#welcomeNamedOne">>
<<narration>>
Well met indeed, $pc.displayName! Come, let us sit together and see just how deep the rabbit hole goes...
[[sit and listen...|character-creation-2]]
<</narration>>
<</replace>>
<</button>>
</span><<narration>>
Your story begins on the most forgettable of days: a Tuesday. It is the sort of day that doesn't happen so much
as it meanders. Nothing is planned that even gestures lazily towards the extraordinary.
<br/>
This particularly unremarkable Tuesday features the dull monotony of a dull procession through a dull road in a
dull forest. The muffled thud of horses' hooves on the earthen road, the quiet murmurs of the forest trying to be
inconspicuous, and the mumbling of that one guy that nobody likes all compete to be ignored.
<br/>
You are here because His Lordship commanded that Object A be close to Hand B. Important persons C through F
immediately issued a deluge of increasingly strident commands, and the poor souls designated for the taking of
verbal abuse did so.
<br/>
Somewhere in the midst of this administrative cascade, the words 'existential threat' and 'incomprehensible wild
magics' were thrown about as if they were important. Such things are, of course, beyond the horizon of your
interest. Your life is quite complicated enough, thank you very much.
<br/>
After much ado about very little, you and the entourage that surrounds you were bundled off. Leaving you here.
On a dull road.<br/>
[[Continue...|character-creation-3]]
<</narration>><h2>Let's set up your character's Background</h2>
<<narration>>Your mind wanders fitfully back to your early years...<</narration>>
<<prompt>>
You were born a <span id="background-select"><<listbox "_pcBackground" autoselect>>
<<option "Noble">>
<<option "Soldier">>
<<option "Servant">>
<</listbox>>
</span> of the House of <<textbox "_houseName" "name your house">><</prompt>>
<<scroll id="background-desc">>A fair Noble, you have lived the finer life. You practice
swordplay for sport, not actual combat, and you have spent hours around court perfecting keeping your head up
while looking down your nose. You excel at Charisma and Dexterity.<</scroll>>
<<prompt>>You spent nearly all of your early years in the company of <<textbox "_relName" "enter name here">> , your <<listbox "_relAdject">>
<<option "absent-minded" "absent-minded">>
<<option "acrimonious" "acrimonious">>
<<option "ambitious" "ambitious">>
<<option "aloof" "aloof">>
<<option "arcane" "arcane">>
<<option "ascetic" "ascetic">>
<<option "astute" "astute">>
<<option "audacious" "audacious">>
<<option "austere" "austere">>
<<option "avaricious" "avaricious">>
<<option "beguiling" "beguiling">>
<<option "belligerent" "belligerent">>
<<option "bewildered" "bewildered">>
<<option "bohemian" "bohemian">>
<<option "calculating" "calculating">>
<<option "callous" "callous">>
<<option "capricious" "capricious">>
<<option "cavalier" "cavalier">>
<<option "churlish" "churlish">>
<<option "clumsy" "clumsy">>
<<option "cranky" "cranky">>
<<option "cunning" "cunning">>
<<option "cynical" "cynical">>
<<option "dauntless" "dauntless">>
<<option "decorous" "decorous">>
<<option "debonair" "debonair">>
<<option "defiant" "defiant">>
<<option "disgraced" "disgraced">>
<<option "distinguished" "distinguished">>
<<option "dogmatic" "dogmatic">>
<<option "dour" "dour">>
<<option "eccentric" "eccentric">>
<<option "enigmatic" "enigmatic">>
<<option "erudite" "erudite">>
<<option "evasive" "evasive">>
<<option "fanatical" "fanatical">>
<<option "flamboyant" "flamboyant">>
<<option "flatulent" "flatulent">>
<<option "formidable" "formidable">>
<<option "fretful" "fretful">>
<<option "frivolous" "frivolous">>
<<option "garrulous" "garrulous">>
<<option "gluttonous" "gluttonous">>
<<option "grandiose" "grandiose">>
<<option "haughty" "haughty">>
<<option "hedonistic" "hedonistic">>
<<option "histrionic" "histrionic">>
<<option "idiosyncratic" "idiosyncratic">>
<<option "imperturbable" "imperturbable">>
<<option "imperious" "imperious">>
<<option "impetuous" "impetuous">>
<<option "implacable" "implacable">>
<<option "indomitable" "indomitable">>
<<option "inquisitive" "inquisitive">>
<<option "insolent" "insolent">>
<<option "irreverent" "irreverent">>
<<option "jovial" "jovial">>
<<option "laconic" "laconic">>
<<option "legendary" "legendary">>
<<option "lethargic" "lethargic">>
<<option "loquacious" "loquacious">>
<<option "magnanimous" "magnanimous">>
<<option "malicious" "malicious">>
<<option "melancholy" "melancholy">>
<<option "mercurial" "mercurial">>
<<option "mischievous" "mischievous">>
<<option "morose" "morose">>
<<option "mysterious" "mysterious">>
<<option "nefarious" "nefarious">>
<<option "notorious" "notorious">>
<<option "obdurate" "obdurate">>
<<option "obsessive" "obsessive">>
<<option "obstinate" "obstinate">>
<<option "overly-dramatic" "dramatic">>
<<option "peculiar" "peculiar">>
<<option "pedantic" "pedantic">>
<<option "pensive" "pensive">>
<<option "perfidious" "perfidious">>
<<option "pious" "pious">>
<<option "pompous" "pompous">>
<<option "pragmatic" "pragmatic">>
<<option "pugnacious" "pugnacious">>
<<option "punctilious" "punctilious">>
<<option "rambunctious" "rambunctious">>
<<option "reclusive" "reclusive">>
<<option "reputable" "reputable">>
<<option "resolute" "resolute">>
<<option "rugged" "rugged">>
<<option "sardonic" "sardonic">>
<<option "scatterbrained" "scatterbrained">>
<<option "scoundrelly" "scoundrelly">>
<<option "scrupulous" "scrupulous">>
<<option "shifty" "shifty">>
<<option "sinister" "sinister">>
<<option "stoic" "stoic">>
<<option "superstitious" "superstitious">>
<<option "sycophantic" "sycophantic">>
<<option "taciturn" "taciturn">>
<<option "travel-worn" "travel-worn">>
<<option "treacherous" "treacherous">>
<<option "unfortunate" "unfortunate">>
<<option "unpredictable" "unpredictable">>
<<option "unyielding" "unyielding">>
<<option "valiant" "valiant">>
<<option "venerable" "venerable">>
<<option "vindictive" "vindictive">>
<<option "whimsical" "whimsical">>
<</listbox>><<listbox "_relationship" >>
<<option "spouse">>
<<option "father">>
<<option "mother">>
<<option "grandmother">>
<<option "grandfather">>
<<option "sister">>
<<option "brother">>
<<option "aunt">>
<<option "uncle">>
<<option "cousin">>
<<option "niece">>
<<option "nephew">>
<<option "step-father">>
<<option "step-mother">>
<<option "step-sister">>
<<option "step-brother">>
<<option "step-son">>
<<option "step-daughter">>
<<option "family pet">>
<<option "benefactor">>
<<option "caretaker">>
<<option "second cousin thrice removed">>
<<option "third uncle once removed">>
<</listbox>><</prompt>>
<<narration>>
They were hard years, full of instability and strife. You survived and learned hard-won lessons about when things
were someone else's problem, and the importance of not getting involved in things that weren't your concern.
Obviously your current circumstances are a notable exception...
<</narration>>
<<button "Moving on....">>
<<if _houseName is "" or _houseName is " " or _houseName is "name your house">>
<<run alert("A House cannot be built in silence. Please enter a house name.")>>
<<elseif _relName is "" or _relName is " " or _relName is "enter name here">>
<<run alert("You must have SOME family you wish to tell us about, give us a name....")>>
<<else>>
<<run Ember.updateCharacterBackground($pc, _pcBackground)>>
<<run Ember.updateHouseName($pc, _houseName)>>
<<run Ember.updateFamily($pc, _relName, _relationship, _relAdject)>>
<<goto "character-creation-4">>
<</if>>
<</button>>
<<done>>
<<script>>
$(document).on('change', '#background-select select', function() {
$.wiki('<<replace "#background-desc">>' +
'<<if _pcBackground is "Noble">>' +
'A fair Noble, you have lived the finer life. You practice swordplay for sport, not actual combat, and you have spent hours around court perfecting keeping your head up while looking down your nose. You excel at Charisma and Dexterity.' +
'<<elseif _pcBackground is "Soldier">>' +
'A rough and tough Soldier, you have spent years training, trudging from place to place, and using a sword for more than a decoration. You have gained wits from years of practice and strength from years of work. You excel at Intelligence and Strength.' +
'<<elseif _pcBackground is "Servant">>' +
'One of the unseen, walking through the halls, cleaning up after others, always there to take care of others. You are one of the forgotten, but in being forgotten, you have learned much, and hard work has make you durable. You excel at Wisdom and Constitution.' +
'<</if>>' +
'<</replace>>');
});
<</script>>
<</done>><<narration>>
<<if $pc.background is "Noble">>
You remember the long hours of training that you were forced to endure, at $pc.family.name's demand. You resented
the activity, and the scars it left on your otherwise beautiful mind and perfectly manicured hands, but you have
since come to appreciate the skills you have...
<<elseif $pc.background is "Soldier">>
You remember the long hours of training that you were forced to endure, at $pc.family.name's demand. You resented
the hard work at first, and the calluses it left on your hands, but you have since come to appreciate the skills
you now have...
<<elseif $pc.background is "Servant">>
You remember the long hours of training that you were forced to endure, at $pc.family.name's demand. You resented
that training at first, and the calluses it left onr your already work-scarred hands. But you have since come to
appreciate the skills you now have...
<</if>>
<</narration>>
<<prompt>>You were trained as a <span id="class-select"><<listbox "_charClass" autoselect>>
<<option "Barbarian">>
<<option "Bard">>
<<option "Cleric">>
<<option "Fighter">>
<<option "Rogue">>
<<option "Wizard">>
<</listbox>></span> and prefer to wield <select id="weapon-dropdown"></select>
<</prompt>>
<<scroll id="class-desc">>
Barbarian 2d4 - CON - Intimidation Skills:
* Rage (for all attacks this combat, add d(x) on attacks, but take d(x) damage on attacks against you.
* Intimidation - Bonus (double your Inspiration Dice on this roll type)
<</scroll>>
<<scroll id="weapon-desc">><</scroll>>
<span id="classWeaponSelected">
<<button "Confirm your Class & Weapon">>
<<run Ember.updateCharacterClass($pc, _charClass)>>
<<set _selectedWeapon = $('#weapon-dropdown').val()>>
<<run Ember.updateCharacterWeapon($pc, _selectedWeapon)>>
<<run UI.update()>>
<<replace "#classWeaponSelected">>
<<narration>>
You rest your hand on the grip of your trusty <<print(window.Ember.getItem($pc.weapon).name)>>. It feels familiar
and reassuring.<br/>
You are a $pc.class of above average skill, which has served you well in more than a few sticky situations.<br/>
<<if $pc.background is "Noble">>
You twitch back the curtains of the carriage and stare at the trees as they pass. They all look the same. You've
watched the same trees of the same forest pass you for days, and at this point you would welcome the coming of some
ambitious bandits or some enthusiastically hungry wolves. You're sure no one has ever died of boredom, but that
doesn't seem to you a good excuse to test the hypothesis.
<<elseif $pc.background is "Soldier">>
Your mind wanders as you trudge beside the carriage, bearing Lord Fopsicle the Eventy-First to wherever he needs
to be. To all appearances you are a responsible and upstanding man-at-arms, tasked with the all-important
protection of the nobility, and taking the job very seriously. Your actual attention, though, has been composing
bawdy limericks about your lord or thinking about what you just ate. Or when you will next eat. Or what you
would prefer to be eating right now.<br/>
You're watching the same trees of the same forest pass you for days, and at this point you would welcome the coming
of some ambitious bandits or some enthusiastically hungry wolves. You're sure no one has ever died of boredom,
but that doesn't seem a good excuse to test the hypothesis.
<<elseif $pc.background is "Servant">>
You sit atop the carriage, swaying with the bumping and shaking of the road. Lord Fopsicle the Elventy-First sits
within being nobly borne along on the aforementioned errand. You get to sit here feeling bruises from the hard
seat on your backside because it is very important that he be attended by a retinue of schmucks like you at all
times.<br/>
You mind wanders to the rumors that swirl around the nobility like files on rotting fruit. Whatserface was caught
in a compromising position with That-One-Guy-With-The-Moustache. Him-over-there is trying to disgrace Emperor
Stickuphisbutt so that he can gain the favor of King Neversober. Johnny Ne'erdowell finally died of dysentery
and his estate will now pass to his favorite pet chicken, who is now richer than half the gods. Etc. etc. etc.
<br/>
You've watched the same trees of the same forest pass you for days, and at this point, you would strongly consider
eating your own arm off just so something exciting would happen. You're sure no one has ever died of boredom, but
that doesn't seem to you a good excuse to test the hypothesis.
<</if>>
<br/>
[[You consider your attributes|character-creation-5]]
<</narration>>
<</replace>>
<</button>>
</span>
<<done>>
<<script>>
function refreshWeaponList(className) {
var weapons = Ember.getWeaponsByClass(className);
var $dropdown = $('#weapon-dropdown');
var $desc = $('#weapon-desc');
$dropdown.empty();
weapons.forEach(function(wep) {
$dropdown.append($('<option>', {
value: wep.id,
text: wep.name,
'data-desc': wep.description
}));
});
if (weapons.length > 0) {
$desc.text(weapons[0].description);
}
}
$(document).off('change', '#class-select select').on('change', '#class-select select', function() {
var selectedClass = State.temporary.charClass;
$.wiki(`<<replace "#class-desc">>
<<if _charClass is "Barbarian">>
Barbarian 2d4 - CON - Intimidation Skills:
* Rage (for all attacks this combat, add d(x) on attacks, but take d(x) damage on attacks against you.
* Intimidation - Bonus (double your Inspiration Dice on this roll type)
<<elseif _charClass is "Bard">>
Bard - 1d4 - CHA - Persuasion
Skills:
* Vicious Mockery - roll 2d(x), opponent takes that damage each turn ongoing
* Persuasion - Bonus (double your Inspiration Dice on this roll type)
<<elseif _charClass is "Cleric">>
Cleric - 1d6 - WIS - Insight
Skills:
* Smite - roll to hit. Hit for 2d(x), next attack against that enemy is with advantage
* Insight - Bonus (double your Inspiration Dice on this roll type)
<<elseif _charClass is "Fighter">>
Fighter - 1d6 - STR - Perception
Skills:
* Action Surge - Extra Attack this turn! Roll a normal D20, then do 2d(x) damage!
* Perception - Bonus (double your Inspiration Dice on this roll type)
<<elseif _charClass is "Wizard">>
Wizard - 1d4 - INT - Investigation
Skills:
* Magic Missile - 3 missiles - 2d(x) force damage each.
* Investigation - Bonus (double your Inspiration Dice on this roll type)
<<elseif _charClass is "Rogue">>
Rogue - 1d6 - DEX - Perception
Skills:
* Sneak Attack - on a combat turn, make a stealth roll. If successful, 3d(x) damage
* Deception - Bonus (double your Inspiration Dice on this roll type)
<</if>>
<</replace>>`);
refreshWeaponList(selectedClass);
});
$(document).off('change', '#weapon-dropdown').on('change', '#weapon-dropdown', function() {
var desc = $(this).find(':selected').data('desc');
$('#weapon-desc').text(desc);
});
refreshWeaponList(State.temporary.charClass || "Barbarian");
<</script>>
<</done>><h2>Allocate Additional Attribute Points</h2>
<<set _stats = ["str", "dex", "con", "int", "wis", "cha"]>>
<<set _pointsSpent = 0>>
<<set _tempStats = JSON.parse(JSON.stringify($pc.stats))>>
<<prompt>>
You have <span id="points-remaining">@@.bold;4@@</span> points left to spend. (Max 16 per stat)
<</prompt>>
<div class="stat-container">
<<for _i to 0; _i < _stats.length; _i++>>
<<set _statName = _stats[_i]>>
<<capture _statName>>
<div class="stat-box">
<label><<print _statName.toUpperCase()>></label>
<<set _valId = "val-" + _statName>>
<div class="stat-value" @id="_valId">
<<print _tempStats[_statName].value>>
</div>
<<set _bonusId = "bonus-" + _statName>>
<div class="stat-bonus" @id="_bonusId">
(<<print Ember.getBonus(_tempStats[_statName].value)>>)
</div>
<<set _controlsId = "controls-" + _statName>>
<div class="stat-controls" @id="_controlsId">
<<include "StatControlSnippet">>
</div>
</div>
<</capture>>
<</for>>
</div>
<div class="confirm-box" id="confirm-stats-box">
<<include "ConfirmStatsButton">>
</div>/* Perception Check */
<<narration>>
Your intuition prickles suddenly as you stare at the endless forest. All seems the same as always, but you swear
something is wrong...<br/>
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "d1-passage1-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "d1-passage1-success">>
<<elseif _totalResult lt _dc>>
<<include "d1-passage1-failure">>
<</if>><<narration>>
Wait - the trees ARE the same! You've passed that exact rock. There it is again! Something is terribly wrong
here! You straighten your back and feel the course of adrenaline through your veins.<br/>
<<include "d1-passage2">>
<</narration>><<narration>>
Nope. It is still a forest by a road, and you're still an idiot. You go back to thinking about nothing...<br/>
<<include "d1-passage2">>
<</narration>><<narration id="d1-passage2-delayed-text">><</narration>>
<<timed 2s>>
<<replace "#d1-passage2-delayed-text" transition>>
<<if $pc.background is "Noble">>
The wind picks up slightly and a faint chuckle reaches your ears, childish and mischievous. You're half convinced
it was the product of a bored imagination until it happens again, and then again, and by the fourth time, when you
poke your head incredulously from the carriage to investigate, the air is alive and chortling. Titters and cackles
are everywhere in the air, but nothing else is amiss, indeed no one around
you reacts at all. <br/>
You call to the carriage driver to stop, but are ignored. Calls to your bodyguard fall on deaf ears. None respond,
though the traveling band continues forward at the pace they have for days. Irate at being so slighted, you spring
to your feet and open the carriage door. Something trips you as you do and you tumble from the carriage, landing
unceremoniously on your face in the mud.
<<elseif $pc.background is "Soldier">>
The wind picks up slightly and a faint chuckle reaches your ears, childish and mischievous. You're half convinced
it was the product of a bored imagination until it happens again, and then again. And by the fourth time, when
you begin to turn around wildly, looking for the source, the air is alive and chortling. Titters and cackles are
everywhere in the air, but nothing else is amiss indeed, no one around you reacts at all. <br/>
You call to your commanding officer to stop, but are ignored. Calls to your fellow men-at-arms fall on deaf ears.
None respond, though the traveling band continues to move forward at the pace they have for days. You begin
running towards the carriage, convinced there is some devilry afoot, when you feel your foot catch on something.
You fall forward and land unceremoniously on your face in the mud.
<<elseif $pc.background is "Servant">>
The wind picks up slightly and a fain chuckle reachers your years, childish and mischievous. You're half
convinced it was the product of a bored imagination, until it happens again, and then again. And by the fourth
time, when you begin to turn around wildly looking for the source, the air is alive and chortling. Titters and
cackles are everywhere in the air, but nothing else is amiss, indeed no one around you reacts at all. <br/>
You stand and gesture to your fellow footman to stop the carriage, but are ignored. Calls to the soldiers who
surround you fall on deaf ears. None respond, though the traveling band continues forward at the pace they have
for days. You begin panicking, turning around wildly, convinced there is some devilry afoot, when you feel your
feet yanked out from under you. You fall from atop the carriage and land unceremoniously on your face
in the mud.
<</if>>
<br/>
[[Get up and continue...|d2-passage1]]
<</replace>>
<</timed>><<narration>>
As you rise hastily, the air suddenly becomes as thick as a dream. Everyone and everything around you slows to a
blurred crawl. Your mind desperately commands your legs to move, but every step becomes Herculean. You are
shouting, but your tongue is like a stone in your mouth, and your voice is a faint gurgle. The babbling in the air
grows and takes shape and form until, in an overwhelming rush of cackles, a squat little figure appears on the
road in front of you, entirely overcome by merriment. Its laughter goes on and on in the silence until, by degrees,
it masters itself and gets to its feet.<br/>
Two wide-set eyes, one blue, one yellow, regard you from a furred, rabbity face. Atop the head, a three-pointed soft
hat flutters about. Two long, white ears run from beneath the hat down its back. A waistcoat of bright yellow, blue,
and red hugs its torso, and below that, an absurd pair of goat's legs protrude.
<</narration>>
<<speech>>
What a merry scene this is, mortal! That a thing bound to happen should still surprise even the hare! Twas no great
leap to see it come, but delightful nonetheless! What a lark!
<</speech>>
<<narration id="d2-passage1-delayed-text">><</narration>>
<<timed 2s>>
<<replace "#d2-passage1-delayed-text" transition>>
<br/>
<<player-speech>>
What's happening to me?<br/>
<</player-speech>>
<<narration>>
You attempt to reply. What emerges is instead a gurgle.<br/>
The creature ignores you, circling around your frozen form, inspecting you as it muses aloud.
<</narration>>
<<speech>>
Yes, an odd arrow to be loosed from fortune's bow. Not even I can see its landing. More to the good! A story
with spoiled ending is rotten from the first!<br/>
<</speech>>
<<narration>>
You again gurgle in fear and confusion, at which the creature gestures casually to release you. The air thins and
your tongue and your limbs are once again your own.
<</narration>>
<<player-speech>>
What or who are you? And what in the name of all the gods is going on?<br/>
<</player-speech>>
<<narration>>
You cry.
<</narration>>
<<speech>>
Oh ho ho, that would spoil a whole plot of trouble before it had ever brewed! Unthinkable! No, no, untimely
friend, you must wibble your way through without my revealing all in the first act. You are a pebble thrown by
capricious powers into a very deep pool. Far be it from my humble paws to interrupt such flights of fancy!<br/>
As to my name, it much depends on when we are - and who you are. For this, you can call me Fool, and a-judging
from your state, I shall address you likewise. I rarely do anything for Wisdom's sake, and you, so bound as you
are in this moment, are in but a moment to be commissioned into foolhardiness entire. And by this, we will share
common ground on strange earth!<br/>
<</speech>>
<<prompt>>
How will you respond to the fool?<br/>
[[Persuade|d2-passage2-persuade]] -or-<br/>
[[Intimidate|d2-passage2-intimidate]]
<</prompt>>
<</replace>>
<</timed>><<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "d2-passage2-persuade-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "d2-passage2-persuade-success">>
<<elseif _totalResult lt _dc>>
<<include "d2-passage2-persuade-fail">>
<</if>><<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "d2-passage2-intimidate-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "d2-passage2-intimidate-success">>
<<elseif _totalResult lt _dc>>
<<include "d2-passage2-intimidate-fail">>
<</if>><<narration>>
You calm yourself and take stock of the impish creature. This hare loves wit, and you have been matching wits
with your $pc.family.relationship
your whole life. This is a game you can play!
<</narration>>
<<player-speech>>
You have me at a disadvantage, Mr. Fool. Have the good grace to share your wisdom with me, so we might be fools
equally.
<</player-speech>>
<<speech>>
Aha, a silver-tongued fool. Twice-favored are my lengthy ears this day! I doff my hat to your superior wits,
since by every accounting, mine left
me long ago!
<</speech>>
<<narration>>
He takes a foppish bow to you, brushing the ground with his tasselled hat.
<</narration>>
<<speech>>
If you wish to know WHY you are here,
<</speech>>
<<narration>>
He continues,
<</narration>>
<<speech>>
Or perhaps WHERE you might lay blame, I am as endarkened as you. YOUR coming is by no means MY doing, nor am I the
creditor for this jest at your expense. 'Whys' are tangled webs to unknot by much striving. And I, being a
well-bounded hare, wouldn't dream of unknotting strivings not my own.
<br/>
Now, if your query regards WHAT has happened, or even WHERE and WHEN, I will give you a hint, being the gracious
fool I am:<br/>
Most mortals like yourself lead narrow lives in this narrow little world of yours and are content. You, though,
are about to stumble into a wide and altogether different world. And the unsurety for strangers in strange worlds
is to not know if they are a dragon in a land of men, or a man in a land of dragons. Or a pig in a land of
either...<br/>
My suspicions lie with the pig, but you may by least measure assume yourself definitively to be a fool everywhere...
<</speech>>
[[Continue...|d2-passage3]]<<player-speech>>
What do you want with me? I have money! I will pay!
<</player-speech>>
<<narration>>
The Fool finds this offer uproariously funny.
<</narration>>
<<speech>>
Money! Truly, you are the greatest of fools! I bow to your superior lack of wits, mortal!
<</speech>>
<<narration>>
He sweeps the foppish hat from his head and dips low to you with mock grace.
<</narration>>
<<speech>>
I hope your luck serves you better that your brain, ere all is shaken out and done. It will be a pity if you found
yourself somewhere your pocketbook couldn't cure your ills...<br/>
Speaking of jests, I do believe I detect a change in the humors...
<</speech>>
[[Continue...|d2-passage3]]<<narration>>
You gather your wits and lock eyes with the insolent rabbit creature.
<</narration>>
<<player-speech>>
I am not your plaything, rabbit, no matter whose doing all this is. You will tell me what's going on, or you will
have me as an enemy, and believe me, I am no foe to be trifled with.
<</player-speech>>
<<narration>>
The bizarre creature stares at you in surprise and amusement.
<</narration>>
<<speech>>
What a wonder of insolence this is! One fool threatening another! If I had boots to quake in, I should certainly
oblige. Alas, I have only hooves and wits.<br/>
But, I admire your courage. I'd imagine you will need it before too long. And I would much prefer our relationship
to be cordial, for my own entertainment if nothing else. After all, I'm only a rabbit...
<</speech>>
<<narration>>
It gives you a sly smile.
<</narration>>
<<speech>>
If you wish to know WHY you are here, I am as endarkened as you, since this isn't MY doing. 'Why' is a terribly
complicated question anyways, and not much use to fools.<br/>
Now, if your query regards WHAT all this is, or even WHERE and WHEN, I will give you a hint, being the gracious
fool that I am.<br/>
Most mortals like yourself lead narrow lives in this narrow little world of yours and are content. You, though,
have just stumbled into a wide and altogether different world. And the trick is, when you arrive in a world wholly
other, you can never be sure if you're a dragon there, or a man. Or a pig...<br/>
My suspicions lie with the pig, but you may by least measure assume yourself definitively to be a fool everywhere...
<</speech>>
[[Continue...|d2-passage3]]<<narration>>
You grab the insolent creature by its ears and hold it up to your eye level.
<</narration>>
<<player-speech>>
You will tell me what magic is at work here, rabbit. You will tell me, or I will turn you from a merry fool to a
dead one.
<</player-speech>>
<<narration>>
He looks at you for a moment, entirely unabashed, and disappears like smoke, only to reappear several feet away,
laughing uproariously.
<</narration>>
<<speech>>
HAH! You can no more hurt me than a feather could hammer a nail! And you seem nothing more than a feather that
thinks itself a hammer. To think I'm not even the biggest fool here!
<</speech>>
<<narration>>
He looks up at you with a gleam in his eye...
<</narration>>
[[Continue...|d2-passage3]]<<speech>>
And I see that time, which binds even me, conspires in but a moment to bind you. And where are you bound, I will
not yet follow. I wish you luck, mortal!<br/>
I leave you with one final piece of wisdom until we meet next, in case you find yourself lacking direction. Make
your way to the Sybraris Fete. Find Bacchus, if you can.<br/>
Oh, and mind the short fall and the long trip...
<</speech>>
<<narration>>
The strange creature waves at you as he disappears into a wafting cloud of titterings.<br/>
You stand, utterly bewildered for a mere moment, before your legs are yanked violently beneath you. Your head
bounces painfully on the ground once, before you are pulled by your feet and flung into the sky...
<</narration>>
[[Continue...|d2-passage4]]<<narration>>
You tumble and flail, screaming as you fly at impossible speeds through the buffeting wind. The ground beneath you
whips past in a fearsome blur. Then, somewhere between one moment and the next, you are neither falling nor flying,
but rolling and spilling and flailing head over heels through mud and underbrush. Branches, leaves, and rocks slap
at your face and pummel your body until, by degrees, you slide to a stop in a shallow mire.<br/>
All is still for a breath as your mind catches your body. By some miracle, you seem unhurt, save bruises and
scratches.<br/>
By and by, you raise your head, and an iridescent world of impossible hues and textures greets you with terrifying
beauty...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "d2-passage4-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "d2-passage4-success">>
<<elseif _totalResult lt _dc>>
<<include "d2-passage4-fail">>
<</if>><<narration>>
As you turn and take in your surroundings, something invisible to your eyes pulls gently at your left foot. You
look down and shake your foot, clawing with your hand in fear to remove the invisible impediment. The tugging
doesn't recur.<br/>
That was odd...
<</narration>>
[[Continue...|d2-passage5]]<<narration>>
As you turn and take in your surroundings, you trip over your own feet and fall face-first into the mud. Again.
Bloody stupid tree roots...
<</narration>>
[[Continue...|d2-passage5]]<<narration>>
Sunlight like molten gold filters down through branches of unimaginably tall trees. Their trunks are gnarled and
pitted, with ancient bark that twists into tessellations of a million faces. The trunks are suspended above the
ground by mighty roots, thick as trees themselves, that reach down into the earth like fingers of unearthly hands.
Vines twirl and twine around these roots, moving lazily back and forth, with no wind to shift them.
<br/>
The heady air of this place invades your lungs, and your head begins to whirl. An uncanny tingle travels outward
from your lungs into your blood and brain and down to the tips of your fingers and toes. Your vision shifts...
<</narration>>
<<set _nextPassage = "chose-an-episode-pre-fete">>
<<include WildMagic>><<set _episodes = [
{ label: "wagon tracks leading down a shaded lane, and the sound of an inconvenienced dwarf can be heard", passage: "morps-magical-menagerie" },
{ label: "a brick road leading towards a town alive with music and color", passage: "darkwoods-intro" },
{ label: "a rocky trail headed towards a bridge in the distance", passage: "tollman-intro" },
{ label: "a sunlit forest trail with a bit of music on the breeze", passage: "weaver-intro" },
{ label: "a dusty, vine-choked path leading into the sun", passage: "fey-story-intro"},
{ label: "a fog-shrouded trail winding into a narrow canyon", passage: "canyon-of-needles-start"},
{ label: "a lane along tall, deep forest trees, with the sound of crying in the distance", passage: "tremor-giant-start"},
{ label: "a sun-drenched prairie trail with birdsong drifting on the breeze", passage: "mini-fey-wild-day-1"}
]>>
<<set _unvisitedEpisodes = []>>
<<for _i to 0; _i lt _episodes.length; _i++>>
<<set _episode = _episodes[_i]>>
<<if !Ember.hasVisitedLocation($pc, _episode.passage)>>
<<run _unvisitedEpisodes.push(_episode)>>
<</if>>
<</for>>
<<set _ordinals = ["first", "second", "third", "fourth", "fifth", "sixth","seventh","eighth","ninth","tenth"]>>
<<set _cardinals = ["one", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten"]>>
<<set _completedEpisodeCount = _episodes.length - _unvisitedEpisodes.length>>
<<if _completedEpisodeCount lt 3 and _unvisitedEpisodes.length gt 0>>
<<narration>>
<<if _unvisitedEpisodes.length is 1>>
You reach a crossroads where <<print _cardinals[_unvisitedEpisodes.length - 1]>> path remains<br/>
<<else>>
You reach a crossroads where <<print _cardinals[_unvisitedEpisodes.length - 1]>> paths diverge<br/>
<</if>>
<</narration>>
<<for _i to 0; _i lt _unvisitedEpisodes.length; _i++>>
<<set _episode = _unvisitedEpisodes[_i]>>
<<set _ordinal = _ordinals[_i]>>
<<narration>>
Down the _ordinal path, you see <<link _episode.label _episode.passage>><</link>><br/>
<</narration>>
<</for>>
<<else>>
<<narration>>
What you thought was another crossroads is actually the road opening up into a large field where you see tents and
lights and activity. You stand in awe of all the things, too many things to take in with just a single glance,
possibly too many to see in a lifetime. Maybe this is the Sybaris Fete you have heard about...<br/>
<<link "Continue..." "sybaris-fete-intro">><</link>>
<</narration>>
<</if>><<set $gameInfoReturnPassage = $gameInfoReturnPassage ?? "d1-passage1">>
<<narration>>
Before your journey through the Feywild begins, here's a quick guide to how Feybound tells its story — the
different voices you'll see on the page, how the Summer and Winter Courts change the mood of a scene, and how the
game's various checks and challenges work. It only takes a minute, and you can always come back to it later from
the main menu.
<</narration>>
<<prompt>>
[[Continue...|game-info-text-styles]]
<</prompt>><<narration>>
Most of what you read falls into one of a few styles, each with its own look, so you can tell at a glance who's
speaking and what kind of moment you're in.
<</narration>>
<<narration>>
This is ''narration'' — the third-person voice describing the world, the action, and what's happening around you.
<</narration>>
<<speech>>
This is ''speech'' — the words of the people and creatures you meet.
<</speech>>
<<player-speech>>
This is ''player speech'' — the words your own character says out loud.
<</player-speech>>
<<thought>>
This is a ''thought'' — something your character is thinking, but not saying.
<</thought>>
<<scroll>>
This is ''scroll'' text — flavor text from a letter, book, sign, or document you've found in the world.
<</scroll>>
<<narration>>
And this is a ''button'' — you'll use these to make choices, confirm rolls, and move through menus. Hover over it to watch it shimmer (this one is just for show).<br/>
<<button "Example Button">><</button>>
<</narration>>
<<prompt>>
And this is a ''prompt'' — it calls out a choice or action that's yours to make, like the one below.<br/>
[[Continue...|game-info-courts]]
<</prompt>><<narration>>
Feybound is a tale of two rival Fey Courts — Summer and Winter — and many scenes belong to one or the other.
When they do, the whole page shifts to match: the colors, the mood, even the shape of the prose. Here's a look at
both, using the same styles you just saw.
<</narration>>
<<prompt>>
[[See the Summer Court's style|game-info-courts-summer]]
<</prompt>><<narration>>
The Summer Court favors warm parchment tones and lush, verdant greens — bright, vivid, and alive.
<</narration>>
<<speech>>
"Summer speech leans toward a rich forest green."
<</speech>>
<<player-speech>>
"And your own words come through in a softer, sunlit green."
<</player-speech>>
<<thought>>
A quiet thought, tinted the same warm green, and touched with italics.
<</thought>>
<<scroll>>
Scrolls take on a leafy, sun-dried green here — the same flavor text, dressed for the Summer Court.
<</scroll>>
<<narration>>
Buttons turn verdant green, edged in amber gilding. Hover over this one to see it glow.<br/>
<<button "Example Button">><</button>>
<</narration>>
<<prompt>>
Prompts here glow gold.<br/>
[[Now see the Winter Court's style|game-info-courts-winter]]
<</prompt>><<narration>>
The Winter Court runs cooler and sharper — pale ice-blue backdrops, and narration in deep slate.
<</narration>>
<<speech>>
"Winter speech comes through in a crisp, clear blue."
<</speech>>
<<player-speech>>
"Your own words take on a deep, regal violet."
<</player-speech>>
<<thought>>
A quiet thought, in that same violet, touched with italics.
<</thought>>
<<scroll>>
Scrolls turn pale and frosted here — the same flavor text, dressed for the Winter Court.
<</scroll>>
<<narration>>
Buttons take on a deep indigo, edged in icy silver-blue. Hover over this one to see it glow.<br/>
<<button "Example Button">><</button>>
<</narration>>
<<prompt>>
Prompts here turn a bold violet-purple.<br/>
[[Continue...|game-info-components]]
<</prompt>><<narration>>
A few kinds of interactive moments will come up again and again as you play. Here's what to expect from each.
<</narration>>
<<speech>>
Skill Checks
<</speech>>
<<narration>>
When the story calls for a roll — Persuasion, Insight, a weapon attack, and so on — you'll see a box asking for a
result. Roll the die (or dice) shown with a physical set, or any roller of your choice, and type in the total. The
game adds your character's relevant stat bonus automatically, and you can spend one of your Inspiration Dice here
too, for an extra boost before you commit to your answer.
<</narration>>
<<speech>>
Wild Magic
<</speech>>
<<narration>>
Every so often, wild fey magic will find you. When it does, you'll be asked to roll a d100 (a single percentile
die, or two d10s read as tens-and-ones) and enter the result to see what happens. Some effects are permanent, some
are one-time events, and some are temporary — lasting only until your next long rest, or until you spend an
Inspiration Die to shake them off.
<</narration>>
<<speech>>
Memory Challenges
<</speech>>
<<narration>>
A handful of story moments will ask you to memorize and recall a short sequence of numbers, entering them back in
order after a short pause. Pay attention — you'll only get the one look.
<</narration>>
<<speech>>
Telling Your Story
<</speech>>
<<narration>>
At certain points, you'll be able to pick one of your own past adventures to retell to someone new. Which story
you choose — and how it went for you the first time — can affect how well it lands.
<</narration>>
<<narration>>
That's everything for now. Good luck out there.
<</narration>>
<<prompt>>
<<link "Continue into Feybound...">>
<<set _gameInfoReturnPassage = $gameInfoReturnPassage>>
<<run delete $gameInfoReturnPassage>>
<<goto _gameInfoReturnPassage>>
<</link>>
<</prompt>><<speech>>
Ah, so you will fetch the Frostfoot Fox, and I will catch the Sparkfeather Swan. Very good. Very good. Here, take
these bits of smoked trout, they're his favorite. And this rope to wrangle the beast. It's made of summer string,
so it won't freeze when it touches the fox's fur.
<</speech>>
<<narration>>
Morp hands you three strips of smoked fish and a twenty-foot-long golden rope with a loop at the end.
<</narration>>
<<speech>>
Well, the shifty little fox hurried off that way, towards the pond.<br/>
Be careful, if you spook the Frostfoot three times, he'll run off for good! So be sneaky. Best of luck to you.<br/>
[[Continue...|frostfoot-fox-2]]
<</speech>><<narration>>
You press through the overgrown path behind the cart, careful not to lose your footing as you slide down the
embankment towards the pond. At the bottom of the clearing, a large and twisted elm tree blocks your path.<br/>
To the left is a dry riverbed filled with smooth stones and knotted roots.<br/>
To the right sits an obvious deer trail, a well-trodden path through plush, knee-high grass.<br/>
But which path did the fox take, the dry riverbed or the deer trail?
<</narration>>
<<set _targetStat = "Perception">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "frostfoot-fox-2-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "frostfoot-fox-success">>
<<elseif _totalResult lt _dc>>
<<include "frostfoot-fox-fail">>
<</if>><<narration>>
You crouch down and study the area. Peering to the right, you spot speckles of ivory amongst the green brush.
White frost is dusted along the ferns in that direction, and tiny frozen paw prints are pressed into the soil.<br/>
[[Continue down the deer trail|frostfoot-fox-deertrail]]
<</narration>><<narration>>
You crouch down and study the area. Hmmm. You see all sorts of signs of life—broken twigs, crushed leaves, and
upturned soil—but you're not sure which signs belong to the fox. You follow the rocky river bed.<br/>
[[Continue down the river bed|frostfoot-fox-riverbed]]
<</narration>><<narration>>
You move quietly through the soft grass, and you spot the bank of the pond. The dark water is still and quiet,
sitting like an onyx jewel amongst the towering trees. Lumpy frogs croak a warning and spring into the murky water
as you approach, and rust-colored birds chirp noisily overhead. .<br/>
You see the snow-white fox trotting over the water! Ice forms beneath his feet, freezing the pond water beneath
him just before his tiny paws met the surface. His icy blue eyes scan the waters below, searching for fish
swimming too close to the surface. The Frostfoot Fox perks up at the center of the lake, his long ears flick and
twitch at the sides of his head.<br/>
Make a stealth check: Because you chose the deer trail, the thick grass hides your approach;
<abbr title="Roll 2d20 and take the higher number for your Stealth/Dexterity Check">roll with advantage</abbr>
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "frostfoot-fox-deertrail-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "frostfoot-fox-deertrail-success">>
<<elseif _totalResult lt _dc>>
<<set $foxStartleCount += 1>>
<<include "frostfoot-fox-deetrail-fail">>
<</if>><<narration>>
You drop silently to your stomach just as the fox peers in your direction. He stares at the shore for a moment,
then happily returns to hunting, completely unaware of your presence.<br/>
[[Continue...|frostfoot-fox-lasso-step1]]
<</narration>><<narration>>
You drop clumsily into the tall grass, startling the creature. He lowers into a crouch, growls, then moves even
further across the pond.<br/>
[[Continue...|frostfoot-fox-lasso-step1]]
<</narration>><<narration>>
You struggle to hike over the loose stones, and then you spot the bank of the pond. The dark water is still and
quiet, sitting like an onyx jewel amongst the towering trees. Lumpy frogs croak a warning and spring into the
murky water as you approach, and rust-colored birds chirp noisily overhead.<br/>
You see the snow-white fox trotting over the water! Ice forms beneath his feet, freezing the pond water beneath
him just before his tiny paws meet the surface. His icy blue eyes scan the waters below, searching for fish
swimming too close to the surface. The Frostfoot Fox perks up at the center of the lake, his long ears flick and
twitch at the sides of his head. The fox looks directly in your direction.<br/>
Make a stealth check: Because you came down the riverbed,
<abbr title="Roll 2d20 and take the lower number for your Stealth/Dexterity Check">roll with disadvantage</abbr>
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "frostfoot-fox-riverbed-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "frostfoot-fox-riverbed-success">>
<<elseif _totalResult lt _dc>>
<<set $foxStartleCount += 1>>
<<include "frostfoot-fox-riverbed-fail">>
<</if>><<narration>>
You roll silently behind a thick shrubbery just as the fox peers in your direction. He stares at the shore for a
moment, then happily returns to hunting, completely unaware of your presence.<br/>
[[Continue...|frostfoot-fox-lasso-step1]]
<</narration>><<narration>>
You drop clumsily onto the rocks, startling the creature. He lowers into a crouch, growls, then moves even further
across the pond.<br/>
[[Continue...|frostfoot-fox-lasso-step1]]
<</narration>><<narration>>
You know you need to lasso the fox, but he's too far across the water's surface. To the left, you see a large grey
boulder sitting on the bank of the pond. On the right is a large log, half in the pond, half on dry land. Both
seem like suitable options to try to lure the little fox in with the treats Morp gave you.
<</narration>>
<<prompt>>
Which do you choose, [[the boulder|frostfoot-fox-boulder]] or [[the log|frostfoot-fox-log]]?
<</prompt>><<narration>>
Deciding to try the boulder, you sneak to the left, careful not to scare the fox. Carefully, you lunge onto the
rock and climb to the highest point.<br/>
The Frostfoot doesn't seem to notice you crouched on the boulder, so you pull out the strips of dried trout.<br/>
One at a time, you throw the salty bits onto the surface of the water.<br/>
<</narration>>
<<set _diceRollCheck_header = "Roll 3d6, then add up the sum:<br/>Since you chose the boulder, which is dry and steady, add +1 to your sum.">>
<<set _diceCount = 3>>
<<set _diceSize = 6>>
<<set _dc = 10>>
<<set _checkResultsPassage = "frostfoot-fox-boulder-results">>
<<include OmniDiceRollCheck>><<if _totalResult lt _dc>>
<<narration>>
With a careless throw, you toss all three pieces of fish into the air. One is swept away in the wind. The other
lands on the wrong side of the boulder, and only one lands near the fox. He draws a little closer to you, gladly
gobbles up the first, looks around, and is disappointed not to see any more.<br/>
<</narration>>
<<elseif _totalResult gte _dc>>
<<narration>>
With quiet hands, you masterfully toss all three pieces of fish in a perfect line. The fox curiously sniffs the
air, then he spots the tiny morsels. Padding over, the water freezing beneath his paws, the fox gladly gobbles
up all three strips and is now chewing just below the boulder.<br/>
<</narration>>
<</if>>
<div id="frostfoot-fox-boulder-results-fadein"></div>
<<timed 2s>>
<<replace "#frostfoot-fox-boulder-results-fadein" transition>>
<<narration>>
With the Frostfoot Fox closer, you hope to wrangle it with your golden rope.<br/>
Standing on the sturdy and dry boulder, your footing is stable and secure--
<abbr title="Roll 2d20 and take the higher number for your Dexterity Check">roll with advantage.</abbr>
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "frostfoot-fox-boulder-results-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult gte _dc>>
<<goto "frostfoot-fox-lasso-success">>
<<elseif _totalResult lt _dc>>
<<set _lassoAttempts += 1>>
<<set $foxStartleCount += 1>>
<<goto "frostfoot-fox-lasso-attempt-fail">>
<</if>><<narration>>
Deciding to try the log, you sneak to the right, careful not to scare the fox. Carefully, you step onto the felled
tree and walk as far as you can. The Frostfoot doesn't seem to notice you crouched on the log, so you pull out the
strips of dried trout. One at a time, you throw the salty bits onto the surface of the water.
<</narration>>
<<set _diceRollCheck_header = "Roll a 3d6, then add up the sum:<br/>Since you chose the log, which is slick with moss and unstable, subtract -1 from your sum.">>
<<set _diceCount = 3>>
<<set _diceSize = 6>>
<<set _dc = 10>>
<<set _checkResultsPassage = "frostfoot-fox-log-results">>
<<include OmniDiceRollCheck>><<if _totalResult lt _dc>>
<<narration>>
With a careless throw, you toss all three pieces of fish into the air. One is swept away in the wind. The other
lands on the wrong side of the log, and only one lands near the fox. He draws a little closer to you, gladly
gobbles up the first, looks around, and is disappointed not to see any more.<br/>
<</narration>>
<<elseif _totalResult gte _dc>>
<<narration>>
With quiet hands, you masterfully toss all three pieces of fish in a perfect line. The fox curiously sniffs the
air, then he spots the tiny morsels. Padding over, the water freezing beneath his paws, the fox gladly gobbles
up all three strips and is now chewing just a few yards from the log.<br/>
<</narration>>
<</if>>
<div id="frostfoot-fox-log-results-fadein"></div>
<<timed 2s>>
<<replace "#frostfoot-fox-log-results-fadein" transition>>
<<narration>>
With the Frostfoot Fox closer, you hope to wrangle it with your golden rope. But you're struggling to keep
your balance on the log--
<abbr title="Roll 2d20 and take the lower number for your Dexterity Check">roll with disadvantage.</abbr>
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "frostfoot-fox-lasso-attempt-log-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult gte _dc>>
<<include "frostfoot-fox-lasso-success">>
<<elseif _totalResult lt _dc>>
<<set $foxStartleCount += 1>>
<<include "frostfoot-fox-lasso-attempt-fail">>
<</if>><<narration>>
You spin the golden rope above your head in a tight circle. Just when the ivory fox steps close enough, you sling
the rope in his direction. You miss! The rope plops harmlessly into the water, and the fox springs back in surprise.
<</narration>>
<div id="frostfoot-fox-lasso-attempt-fail-fadein"></div>
<<timed 2s>>
<<replace "#frostfoot-fox-lasso-attempt-fail-fadein" transition>>
<<narration>>
The Frostfoot is crouched low, snarling and flashing its white fangs at you. You spool in the golden rope and
prepare to make another attempt!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "frostfoot-fox-lasso-attempt-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult gte _dc>>
<<goto "frostfoot-fox-lasso-success">>
<<elseif _totalResult lt _dc and $foxStartleCount lt 3>>
<<set $foxStartleCount += 1>>
<<goto "frostfoot-fox-lasso-attempt-fail2">>
<<else>>
<<goto "frostfoot-fox-final-fail">>
<</if>><<narration>>
You spin the golden rope above your head in a tight circle. You sling the rope at the fox, but the cunning beast sees
it coming again and darts away!
<</narration>>
<div id="frostfoot-fox-lasso-attempt-fail2-fadein"></div>
<<timed 2s>>
<<replace "#frostfoot-fox-lasso-attempt-fail2-fadein" transition>>
<<narration>>
You spool in the rope frantically as the fox darts into the bushes beside the pond! You whirl the loop once
again above your head and cast it at the retreating fox!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "frostfoot-fox-lasso-attempt-fail2-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult gte _dc>>
<<goto "frostfoot-fox-lasso-success">>
<<elseif _totalResult lt _dc>>
<<goto "frostfoot-fox-final-fail">>
<</if>><<narration>>
You spin the golden rope above your head in a tight circle and sling it toward the Frostfoot Fox!<br/>
The lasso hoops around his neck! Frightened, he tries to bolt, but the loop pulls taut around his neck. You
carefully pull him over the water, leaving streaks of ice beneath his paws as he tries to shake free.<br/>
You're able to draw up the fox to your chest, leaving frost across your clothes. You carefully cradle the creature
in your arms. He's frightened at first, but then he relaxes, seeing that you mean him no harm. He looks up at you
with his icy-blue eyes, then drags his black tongue across your cheek. It's frigid and slick, as if an icicle were
dragged across your skin.<br/>
A few minutes later, you find your way back to Morp, waiting by his cart.<br/>
<</narration>>
<div id="frostFooot_fox_final_fadein">
<<narration>>
<<link "Continue">>
<<replace "#frostFooot_fox_final_fadein" transition>>
<<include "frostfoot-fox-final">>
<</replace>>
<</link>>
<</narration>>
</div><<speech>>Braid my beard, you found him!<</speech>><<narration>>Morp says, laughing cheerfully.<</narration>>
<<speech>>I can't thank you enough!<</speech>>
<<narration>>
He's grinning brightly as he happily takes the fox from you.<br/>
Your fingers and palms had grown numb from the creature's mysterious and chilly fur.
<</narration>>
<div id="frostfoot-fox-final-no-really-fadein">
<<narration>>
<<link "Continue">>
<<replace "#frostfoot-fox-final-no-really-fadein" transition>>
<<include "frostfoot-fox-final-no-really">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>You notice that Morp's clothes are charred, and he smells of smoke.<</narration>>
<<speech>>Oh, I'm sure I look a burnt mess, don't I?<</speech>>
<<narration>>Morp says with a laugh.<</narration>>
<<speech>>Those darn Sparkfeather Swan feathers could burn a hole through dragon hide!<</speech>>
<<narration>>Morp gestures back at his cart. In one of the cages that was previously vacant, you see a
glistening golden swan with crimson-tipped feathers.<</narration>>
<<speech>>I'm grateful, I truly am,<</speech>>
<<narration>>Morp says as he carefully sets the Frostfoot Fox into its own cage. He gives the fox a loving
scratch behind his ear before closing the door.<</narration>>
<<speech>>But Mother Morana of the Winter Court will be even more pleased with you, she will. She love
this little fox and would have been mighty twisted if I didn't have the creature on my next visit. I'll be sure to
let her know how you assisted me, you have my word.<</speech>>
<<link "Continue" "morps-reward">>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<</link>>This was your third time startling the fox, he bolts off across the water and vanishes into the forest…
<<run Ember.updateCourtFavor($pc, "winter", -1)>>
[[Continue...|chose-an-episode-pre-fete]]<<set $foxStartleCount = 0>>
<<set $swanStartleCount = 0>>
<h2>
Morp's Magical Menagerie
</h2>
<<narration>>
As you follow the dirt road beneath the outstretched arms of a great sagging willow, you hear a thunderous stomp,
then another. The ground trembles, then jolts beneath your feet. Birds squawk in surprise and scatter from the
canopy of the willow, darting for safety in the sky above. The earth shifts beneath you, and the towering trees
that surround the trail groan in protest as something enormous marches through the forest.<br/>
As the stomping grows more distant and the forest once again begins to settle, you hear someone yelling in anger
around the bend. Following the trail, you hear a chorus of strange noises rising from the other side of the road:
chittering, squealing, honking, snapping, and hissing. Once you round the corner, you see a large, colorful wagon.
The wagon is a complex mosaic of cages, boxes, and crates, all designed to hold critters of every shape and size.
<br/>
''Morp's Mobile Menagerie'' is painted in brilliant, shimmering letters across the side of the carriage.
<</narration>>
<div id="morps_magical_menagerie_fadeIn"></div>
<<timed 2s>>
<<replace "#morps_magical_menagerie_fadeIn" transition>>
<<speech>>
Curse that enormous, fumbling buffoon,
<</speech>>
<<narration>>
someone growls from behind the carriage.<br/>
A dwarf with sapphire-colored skin and a dense white beard paces to and fro, his face twisted in anger.<br/>
<</narration>>
<<speech>>
Forgive my sour mood, traveler. I am Morp, the owner of Morp's Mobile Menagerie, a wondrous and wheeled spectacle,
it is. But my show is nothing without my critters, and two of them have escaped! Please, if you were to help fetch
one of them for me, I would be truly grateful!
<</speech>>
[[ I would be glad to help!|foxorswan]]
<</replace>>
<</timed>><<speech>>
My Frostfoot Fox darted off, quick as an arrow, he did. He ran down this bank here and zipped off towards the pond.
My Sparkfeather Swan, on the other hand, spread her wings and sailed up and over the treeline, towards those cliffs
there. Tell me, which of the critters would you care to fetch?<br/>
<</speech>>
<div class="pompt">
[[Follow the Frostfoot Fox|frostfoot-fox-1]] -OR- [[Sneak up on the Sparkfeather Swan|sparkfeather-swan-1]]
</div><<speech>>
Before you're off, I must grant you a token of my gratitude.
<</speech>>
<<narration>>
Morp announces warmly, sliding open one of the many cabinets built into his cart. Removing two items from the
drawer, Morp hobbles over to you, grinning brightly.<br/>
He holds open his hands. In his right hand, he reveals a golden feather tipped with red. In his left, a silver
fang the length of his little finger.
<</narration>>
<<speech>>
Go on, choose one of these items, and I pray it helps you on your quest, just as you have helped me here on this
road
<</speech>>
<<narration>>
Morp says kindly.
<</narration>>
<span id="menagerie-select"><<listbox "_menagerieSelect" autoselect>>
<<option "Sparkfeather Swan Feather" "sparkfeather">>
<<option "Frostfoot Fox Fang" "frostfang">>
<</listbox>>
</span>
<div id="menagerie-select-desc" class="scroll-description">In the future, if you fail a roll, you may use this
shimmering feather to "burn" that roll. This action reduces that dice to ash, allowing you to reroll any failed check of
your choice. Once the feather is used, it burns away to smoke and can only be used once.</div>
<<button "Select your reward...">>
<<run Ember.addItemToInventory($pc, _menagerieSelect)>>
<<if _menagerieSelect is "frostfang">>
<<goto frostfoot-fox-fang-item>>
<<elseif _menagerieSelect is "sparkfeather">>
<<goto sparkfeather-swan-feather-item>>
<</if>>
<</button>>
<<done>>
<<script>>
$(document).on('change', '#menagerie-select select', function() {
$.wiki('<<replace "#menagerie-select-desc">>' +
'<<if _menagerieSelect is "sparkfeather">>' +
'In the future, if you fail a roll, you may use this shimmering feather to "burn" that roll. This action reduces that dice to ash, allowing you to reroll any failed check of your choice. Once the feather is used, it burns away to smoke and can only be used once.' +
'<<elseif _menagerieSelect is "frostfang">>' +
'In the future, after any roll, you can use this silver fang to “freeze” that outcome. Once a die is frozen, it is trapped on that number for your next roll. You must announce that you are freezing the die immediately after your roll. Once the fang is used, it crumbles in your hand and cannot be used again.' +
'<</if>>' +
'<</replace>>');
});
<</script>>
<</done>><<narration>>You take the Frostfoot Fox Fang from Morp's hand, and with many thanks and good wishes, set
your face to the road ahead, with helpful directions from Morp to the Sybaris Fete...<</narration>>
[[Continue...|chose-an-episode-pre-fete]]<<narration>>You take the Sparkfeather Swan's Feather from Morp's hand, and with many thanks and good
wishes, set your face to the road ahead, with helpful directions from Morp to the Sybaris Fete...<</narration>>
[[Continue...|chose-an-episode-pre-fete]]<<speech>>Ah, so you will fetch the Sparkfeather Swan, and I will catch the Frostfoot Fox. Very good.
Very good. Here, take these speckled berries, they're her favorite. And this net to wrangle the beast. It's made
of snow string, so it won't burn when it touches her feathers.<</speech>>
<<narration>>
Morp hands you a handful of bright purple berries and a large circular net strung with pearl-white string.
<</narration>>
<<speech>>
Well, that grumpy goose flew off that way, towards the cliffs.<br/>
Be careful, if you spook the sparkfeather three times, she'll soar off for good! So be sneaky. Best of luck to you.
<</speech>>
[[Continue...|sparkfeather-swan-2]]<<narration>>
You cross the road and press through the overgrown path across from the cart. At the base of the cliff, you come
face to face with a jagged wall of stone nearly twenty feet tall.<br/>
To the left is a great felled log leaning against the rocky shelf, and you think it's tall and wide enough to
walk up.<br/>
To the right, you see a dense mane of cascading vines, snaking and twisting down the rock face. The vines seem
thick enough to climb.<br/>
But which way did the swan fly, up and over the log, or over the dense vines?
<</narration>>
<<set _targetStat = "Perception">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "sparkfeather-swan-2-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "sparkfeather-swan-success">>
<<elseif _totalResult lt _dc>>
<<include "sparkfeather-swan-fail">>
<</if>><<narration>>
Peering to the right, you spot a golden feather tipped with crimson trapped in the snaking vines. Near the lone
feather, the plants are charred black and brushed with smoke.<br/>
[[Climb down the vines|sparkfeather-swan-vines]]
<</narration>><<narration>>
You start to study the rocky ridge. Hmmm. You don't see any signs of the swan.<br/>
[[Continue along the felled log|sparkfeather-swan-log]]
<</narration>><<narration>>
Hand over hand, you start to pull yourself up the emerald vines—they stretch and groan against your weight, but
they feel sturdy. The wind washes over you, and tiny black sparrows chirp in protest as you climb past them in the
adjacent canopy.<br/>
Halfway up the cliff face, you notice a stroke of gold against the grey slate. Perched high above you in the mouth
of a small cave sits a large shimmering swan. Its long neck arched dramatically over its body, and its copper-
colored feathers burned like torch fire beneath the sun. The huge bird unfurled its wings as it repositioned on
the ledge, and tiny embers danced off its feathers. It swept its elegant head in your direction, squinting
suspiciously. <br/>
Make a Stealth check. Because you chose to climb the vines, the cliff's edge is hiding your approach,
<abbr title="Roll 2d20 and take the higher number for your Stealth/Dexterity Check">roll with advantage</abbr>
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "sparkfeather-swan-vines-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "sparkfeather-swan-vines-success">>
<<elseif _totalResult lt _dc>>
<<set $swanStartleCount += 1>>
<<include "sparkfeather-swan-vines-fail">>
<</if>><<narration>>
You carefully slide down a few feet on the vines, slipping out of sight. The swan bugles a warm song, flaps her
wings twice, then starts cleaning her own feathers with her beak, oblivious to your approach.<br/>
[[Continue...|sparkfeather-swan-net-step1]]
<</narration>><<narration>>
You are too slow to slide down the vines, and the spark feather spots you. She hisses angrily, spreads her golden
wings, and flies up a few feet higher on the cliffs, sparks and smoke trailing off her wings.<br/>
[[Continue...|sparkfeather-swan-net-step1]]
<</narration>><<narration>>
You lunge onto the enormous fallen tree and begin to hike up the log, the spongy moss that cakes the bark squishes
beneath your feet. Only a few feet up the log, it begins to rock side to side under your weight. The wind washes
over you, and tiny black sparrows chirped in protest as you climbed past them in the adjacent canopy. <br/>
Halfway up the tree, you notice a stroke of gold against the grey slate. Perched high above you in the mouth of a
small cave sits a large shimmering swan. Its long neck arches dramatically over its body, and its copper colored
feathers burned like torch fire beneath the sun. The huge bird unfurls its wings as it repositions on the ledge,
and tiny embers dance off its feathers. It sweeps its elegant head in your direction, squinting suspiciously.<br/>
Because you chose to walk up the log,
<abbr title="Roll 2d20 and take the lower number for your Stealth/Dexterity Check">roll with disadvantage</abbr>
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "sparkfeather-swan-log-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "sparkfeather-swan-log-success">>
<<elseif _totalResult lt _dc>>
<<set $swanStartleCount += 1 >>
<<include "sparkfeather-swan-log-fail">>
<</if>><<narration>>
You carefully drop to your stomach, and the huge tree trembles beneath you. The swan bugles a warm song, flaps her
wings twice, then starts cleaning her own feathers with her beak, oblivious to your approach.<br/>
[[Continue...|sparkfeather-swan-net-step1]]
<</narration>><<narration>>
With nowhere to hide on the log, you freeze as the Swan glares at you. She hisses angrily, spreads her golden
wings, and flies up a few feet higher on the cliffs, sparks and smoke trailing off her wings.<br/>
[[Continue...|sparkfeather-swan-net-step1]]
<</narration>><<narration>>
You climb onto the first ledge. You know you need to net the swan, but she's too high up on the cliffs for you to
reach. To the left, you see a small cavern cut into the cliff face, just wide enough for you to slip inside. On
the right, you see a slanted boulder large enough for you to hide behind. Both seem like suitable options to try
to lure the large bird in with the berries Morp gave you.
<</narration>>
<<prompt>>
Which do you choose, [[the boulder|sparkfeather-swan-boulder]] or [[the cave|sparkfeather-swan-cave]]?
<</prompt>><<narration>>
Deciding to try to hide behind the boulder, you sneak to the right, careful not to scare the swan. Sticking to the
shadows of the cliff, you slip behind the huge rock and crouch down.<br/>
The Sparkfeather doesn't seem to notice you, so you pull out the purple berries. One at a time, you throw the
plump fruit out onto the ridge.
<</narration>>
<<set _diceRollCheck_header = "Roll a 3d6, then add up the sum:<br/>Since you chose the boulder, this throw is more difficult! Subtract an automatic -1 from your sum">>
<<set _diceCount = 3>>
<<set _diceSize = 6>>
<<set _dc = 10>>
<<set _checkResultsPassage = "sparkfeather-swan-boulder-results">>
<<include OmniDiceRollCheck>><<if _totalResult lt _dc>>
<<narration>>
With a careless throw, you toss the berries into the air. Some are swept away in the wind, and others roll off
the ledge down into the forest below. She swoops down and lands on your ledge, gladly gobbles up the first,
looks around, and is disappointed not to see any more berries, and keeps a safe distance. <br/>
<</narration>>
<<elseif _totalResult gte _dc>>
<<narration>>
With quiet hands, you masterfully toss three berries in a perfect line along the edge of the boulder. The swan
honks curiously, then swoops down to your ledge, trailed by soot and sparks. She begins to happily snatch up the
berries off the ground and waddles in your direction.<br/>
<</narration>>
<</if>>
<div id="sparkfeather-swan-boulder-results-fadein"></div>
<<timed 2s>>
<<replace "#sparkfeather-swan-boulder-results-fadein" transition>>
<<narration>>
With the sparkfeather swan closer, you hope to wrangle it with your white net. But since you chose the boulder,
you'll have to jump out from your hiding place--
<abbr title="Roll 2d20 and take the lower number for your Dexterity Check">roll with disadvantage.</abbr>
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "sparkfeather-swan-boulder-results-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult lt _dc>>
<<include "sparkfeather-swan-net-success">>
<<elseif _totalResult gte _dc>>
<<set $swanStartleCount += 1>>
<<include "sparkfeather-swan-net-attempt-boulder">>
<</if>><<narration>>
Deciding to try and slip into the cave, you sneak to the left, careful not to scare the swan above. Sticking to the
shadow of the cliff, you slide along the ridge and squeeze into the cavern. The sparkfeather doesn't seem to notice
you, so you pull out the purple berries. One at a time, you throw the plump fruit out onto the ridge.
<</narration>>
<<set _diceRollCheck_header = "Roll a 3d6, then add up the sum:<br/>Since you chose the cave, which is dark and hidden, add +1 to your sum.">>
<<set _diceCount = 3>>
<<set _diceSize = 6>>
<<set _dc = 10>>
<<set _checkResultsPassage = "sparkfeather-swan-cave-results">>
<<include OmniDiceRollCheck>><<if _totalResult lt _dc>>
<<narration>>
With a careless throw, you toss the berries into the air. Some are swept away in the wind, and others roll off
the ledge down into the forest below. She swoops down and lands on your ledge, gladly gobbles up the first, looks
around, and is disappointed not to see any more berries and keeps a safe distance.<br/>
<</narration>>
<<elseif _totalResult gte _dc>>
<<narration>>
With quiet hands, you masterfully toss three berries in a perfect line just outside the cavern. The swan honks
curiously, then swoops down to your ledge, trailed by soot and sparks. She begins to happily snatch up the berries
off the ground and waddles in your direction.<br/>
<</narration>>
<</if>>
<div id="sparkfeather-swan-cave-results-fadein"></div>
<<timed 2s>>
<<replace "#sparkfeather-swan-cave-results-fadein" transition>>
<<narration>>
With the sparkfeather swan closer, you hope to wrangle it with your white net. Lurking from the shadows, she
doesn't seem to notice you prepping your net--
<abbr title="Roll 2d20 and take the higher number for your Dexterity Check">roll with advantage.</abbr>
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sparkfeather-swan-cave-results-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult lt _dc>>
<<include "sparkfeather-swan-net-success">>
<<elseif _totalResult gte _dc>>
<<include "sparkfeather-swan-net-fail">>
<</if>><<narration>>
You hold opposite ends of the large ivory net. Just when the golden swan steps close enough, you sling the net
in her direction. You miss! The net rolls harmlessly onto the rocks, and the swan hisses in surprise.
<</narration>>
<div id="sparkfeather-swan-net-fail-fadein"></div>
<<timed 2s>>
<<replace "#sparkfeather-swan-net-fail-fadein" transition>>
<<narration>>
TThe Sparkfeather Swan hisses angrily at you, and speads her wings wide. You can feel the heat boiling from
her! You draw back your net, and prepare to cast it once again!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "frostfoot-fox-lasso-attempt-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult gte _dc>>
<<goto "sparkfeather-swan-net-success">>
<<elseif _totalResult lt _dc and $swanStartleCount lt 3>>
<<set $swanStartleCount += 1>>
<<goto "sparkfeather-swan-net-attempt-fail2">>
<<else>>
<<goto "sparkfeather-swan-final-fail">>
<</if>><<narration>>
You ready your Snowstring Net again, and cast it at the outstretched swan, but the cunning beast sees it coming
again and flaps away!
<</narration>>
<div id="sparkfeather-swan-net-attempt-fail2-fadein"></div>
<<timed 2s>>
<<replace "#sparkfeather-swan-net-attempt-fail2-fadein" transition>>
<<narration>>
You drag the net back frantically as the swan begins to beat its powerful wings to rise into the sky! In
desperation, you cast it once more at the great bird as it flees into the sky!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sparkfeather-swan-net-attempt-fail2-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult gte _dc>>
<<goto "sparkfeather-swan-net-success">>
<<elseif _totalResult lt _dc>>
<<goto "sparkfeather-swan-final-fail">>
<</if>><<narration>>
You hold opposite ends of the large ivory net. Just when the golden swan steps close enough, you sling the net in
her direction. The net tangles around the surprised bird! She hisses and honks in surprise, bursting open her fiery
wings! You're able to wrap your arms around the bird, and its feathers feel like smoldering coals.<br/>
You're able to remove the net and draw up the swan to your chest. You begin to sweat heavily, feeling as if your
arms are wrapped around a roaring fire. You carefully cradle the creature in your arms. She's frightened at first,
but then she relaxes, seeing that you mean her no harm. She looks up at you with shimmering orange eyes, then taps
her long beak against your nose.<br/>
You make your way back down the ridge, and a few minutes later, you find Morp waiting by his cart.
<</narration>>
<div id="sparkfeather-swan-net-final-fadein">
<<narration>>
<<link "Continue">>
<<replace "#sparkfeather-swan-net-final-fadein" transition>>
<<include "sparkfeather-swan-net-final">>
<</replace>>
<</link>>
<</narration>>
</div><<speech>>Braid my beard, you found her!<</speech>><<narration>>Morp says, laughing cheerfully.<</narration>>
<<speech>>I can't thank you enough!<</speech>>
<<narration>>
He's grinning brightly as he happily takes the sparkfeather from you.<br/>
Your fingers and palms are red and slick with sweat from the creature's bright and burning feathers.
<</narration>>
<div id="sparkfeather-swan-no-really-fadein">
<<narration>>
<<link "Continue">>
<<replace "#sparkfeather-swan-no-really-fadein" transition>>
<<include "sparkfeather-swan-no-really">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
You notice that Morp's clothes are wet, and some areas of his chest are even caked with frost.
<</narration>>
<<speech>>“Oh, I'm sure I look a frozen mess, don't I?<</speech>>
<<narration>>Morp says with a laugh.<</narration>>
<<speech>>That darn Frostfoot Fox could freeze even a mammoth's rear!<</speech>>
<<narration>>Morp gestures back at his cart. In one of the cages that was previously vacant, you see a
bone-white fox with icy blue eyes.<</narration>>
<<speech>>I'm grateful, I truly am,<</speech>>
<<narration>>Morp said as he carefully set the Sparkfeather Swan into its own cage. He gave the swan a
loving scratch beneath the beak before closing the door.<</narration>>
<<speech>>But the Lady of the Summer Court will be even more pleased with you, they will. They love this
brilliant bird and would have been mighty twisted if I didn't have the creature on my next visit. I'll be sure to
let them know how you assisted me, you have my word.<</speech>>
<<link "Continue" "morps-reward">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>The Sparkfeather Swan spreads her fiery wings and bursts into the air. Smoke and ash sweep over you as the bird
soars back over the forest…
<<run Ember.updateCourtFavor($pc, "summer", -1)>>
[[Continue...|chose-an-episode-pre-fete]]<<narration>>
The sun rises over distant rolling hills, and you find yourself wandering into a quaint town nestled against a
forest. Homes line the brick road, topped with red tile roofs and draped with flags of indigo and silver. The wind
carries faint sounds of music. Curious, you follow the road and arrive at the epicenter of the town—a courtyard
with a stone fountain at its center, and colorful musicians everywhere. Flutes lilt to lively tunes, played by
bards who dance to their own music. Bells tied to the tips of shoes jingle as the performers strut across the city
square, drawing the eyes of every townsperson. Children twirl and stomp to the beat of drums, and acrobats balance
precariously on the edge of the fountains, paying no mind to the spray of water that sprinkles their clothes.
<</narration>>
<div id="darkwoods-intro-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#darkwoods-intro-fade-in" transition>>
<<include "darkwoods-intro-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
The city is alive with music and colors, but as you pass dancers and singers, you notice one bard who isn't playing
any music, but is making a great deal of noise: A feathered Aarakocra stands near the edge of one of the fountains.
His lute is stowed away across his back, and instead of singing, he's shouting at those who walk by.
<</narration>>
<<speech>>
You are missing out!
<</speech>>
<<narration>>
His voice is laden with a heavy accent.
<</narration>>
<<speech>>
You have never heard of music as great as that of the infamous Jacques de la Coeur!
<</speech>>
<<narration>>
His squawking is obnoxious, and the surrounding performers attempt to play louder, hoping to drown the
yelling bard out.<br/>
In response, the bird folk puffs up his golden-brown feathers and shouts with even more vigor,
<</narration>>
<<speech>>
The wait is almost over! Do not fret, my friends, I will bring you a song you will wish to hear a hundred times
over!
<</speech>>
<<narration>>
[[Continue...|darkwoods-day-1-start]]
<</narration>><<narration>>
Across the courtyard, you spot a path that leads deep into the Darkwoods. As lovely as this town is you have no
time to explore, so you hurry past the music towards the wooded path.<br/>
As you pass the shouting Aarakocra, you feel a taloned grasp on your arm...
<</narration>>
<<speech>>
Ah yes!
<</speech>>
<<narration>>
The bard shouts, tugging you closer to him.
<</narration>>
<<speech>>
You have come for my signature! Of course, I would be happy to give it!
<</speech>>
<<narration>>
Before you can pull away, he draws a long feather quill from his pocket and scribbles the worst looking signature
you've ever seen across the length of your arm. It's messy and massive, and you jerk your arm free as he finishes
with an embarrassing flourish.
<</narration>>
<<speech>>
Don't thank me
<</speech>>
<<narration>>
he exclaims with a wink.<br/>
You weren't going to anyway...
<</narration>>
<div id="darkwoods-day-1-start-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#darkwoods-day-1-start-fade-in" transition>>
<<include "darkwoods-day-1-step-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
You push the bard away and hurry toward your forest path, while trying to rub his signature off of your arm. You
manage to smudge it a bit as you near the forest edge, but just before you enter The Darkwoods the sound of
hurrying footsteps behind you makes you turn.<br/>
The feathered bard rushes to your side and wraps a wing around your shoulder.
<</narration>>
<<speech>>
“Dear traveler, certainly you don't mean to enter the Dark Wood alone! Allow me to guide you along this dangerous
path!
<</speech>>
<<narration>>
You look at him, astounded. You can't imagine a more arrogant and less pleasant traveling companion. Is he as
oblivious as he seems? And what are his motives in pursuing you?
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwoods-day-1-step-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwoods-insight-the-bard-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwoods-insight-the-bard-failure">>
<</if>><<narration>>
Something is off. He talks like he knows what he's doing, but he doesn't seem as brave and knowledgeable as he
claims to be.<br/>
If anything, he appears almost desperate to come with you, like he's been waiting for someone else to head in this
direction so that he doesn't have to go alone.
<</narration>>
<<prompt>>
What will you do?<br/>
[[Try to dismiss the insufferable bard|darkwoods-dismiss-the-bard]] -or-<br/>
[[Allow him to accompany you|darkwoods-allow-the-bard]]
<</prompt>><<narration>>
It's very difficult to tell what his motives are. You don't have much practice at reading the motives of Bird-folk...
<</narration>>
<<prompt>>
What will you do?<br/>
[[Try to dismiss the insufferable bard|darkwoods-dismiss-the-bard]] -or-<br/>
[[Allow him to accompany you|darkwoods-allow-the-bard]]
<</prompt>><<prompt>>
Dismiss Jacques - He will only irritate you and slow you down!
<</prompt>>
<<narration>>
You shove his wing off your shoulder with an aggravated huff.
<</narration>>
<<player-speech>>
I think I'll be fine on my own, thanks. Besides, it looks like you have more people who want your signature.
<</player-speech>>
<<narration>>
You turn and start into the forest, but it seems Jacques has ignored your response. He follows behind you, a small
skip in his step.
<</narration>>
<<speech>>
Nonsense, It's an honor to have the famous Jacques De La Coeur as your escort! I need to go this way anyways -
Olinvale suits me far better than this silly little town. You're welcome!
<</speech>>
<<player-speech>>
Jacques de la Coeur?
<</player-speech>>
<<narration>>
You ask, glancing over your shoulder.
<</narration>>
<<player-speech>>
You can't be that famous. I've never heard of you.
<</player-speech>>
<<narration>>
Jacques huffs peevishly.
<</narration>>
<<speech>>
You must live under a gnarlrock. Everyone knows me.
<</speech>>
<<narration>>
[[Continue...|darkwoods-enter-the-woods]]
<</narration>><<run Ember.adjustBardSympathy($pc, 1)>>
<<prompt>>
Allow Jacques to accompany you.
<</prompt>>
<<narration>>
You gently nudge his wing off your shoulder and take another look at the dark forest path. Having company to keep
you from wandering down the wrong path might be helpful.
<</narration>>
<<player-speech>>
Alright,
<</player-speech>>
<<narration>>
You say at last.
<</narration>>
<<player-speech>>
I suppose extra eyes won't hurt. Come on.
<</player-speech>>
<<narration>>
And you step towards the path once again.<br/>
Jacques doesn't move at first.
<</narration>>
<<speech>>
Really?
<</speech>>
<<narration>>
he replies. He sounds surprised, but quickly changes his tone.
<</narration>>
<<speech>>
I mean, of course! Jacques is not only an expert bard, but is an excellent navigator! I need to go this way anyways
- Olinvale suits me far better than this silly little town.
<</speech>>
<<narration>>
What an odd way of speaking. You're already beginning to regret your decision to let this strange fellow join you,
as Jacques hurries to your side, squinting into the forest.<br/>
He points ahead with a flourish.
<</narration>>
<<speech>>
Dawnward!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
That's…noon-ward.
<</player-speech>>
<<narration>>
Jacques pauses.
<</narration>>
<<speech>>
Oh, yes of course. I knew that!
<</speech>>
<<narration>>
[[Continue...|darkwoods-enter-the-woods]]
<</narration>><<narration>>
You soon understand how the Dark Wood got its name. The forest is even darker than it seemed from the outside.
Faint light breaks through the tips of the tall pines, but does little to illuminate the dirt path. Twigs snap
and crack underfoot, and each one makes Jacques flinch as if he's expecting the forest to jump out and eat him.
Even in the dark, you're able to make out his nervous expression.
<</narration>>
<<player-speech>>
I thought you knew this path.
<</player-speech>>
<<narration>>
Jacques quickly hides his anxiety and gives a hearty, boastful laugh.
<</narration>>
<<speech>>
I do!
<</speech>>
<<narration>>
Another branch snaps, and Jacques jumps at the sound.
<</narration>>
<<set _diceRollCheck_header = "Make a persuasion check to confront Jacques about his fears">>
<<set _targetStat = "Persuasion">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwoods-enter-the-woods-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwoods-persuade-the-bard-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwoods-persuade-the-bard-failure">>
<</if>><<run Ember.adjustBardSympathy($pc, 1)>>
<<narration>>
You give a deep sigh.
<</narration>>
<<player-speech>>
I'm not a fool, Jacques. I know you're lying. You look scared.
<</player-speech>>
<<narration>>
Jacques huffs, crossing his arms tightly over his chest.
<</narration>>
<<speech>>
And what if I am?
<</speech>>
<<narration>>
You shrug, pushing aside large, gnarled branches that poke out from the forest.
<</narration>>
<<player-speech>>
You don't have to lie about it. Everyone gets scared sometimes.
<</player-speech>>
<<narration>>
For a moment, his face softens and he almost looks relieved. But when he notices you looking, he quickly replaces
his mask of arrogance.
<</narration>>
<<speech>>
Not me! I fear nothing!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Then you are truly one of a kind,
<</player-speech>>
<<narration>>
you say flatly.<br/>
Jacques falls quiet, and says nothing more as he trails you deeper into the forest.<br/>
[[Continue...|darkwoods-meet-travelers]]
<</narration>><<narration>>
You give a deep sigh.
<</narration>>
<<player-speech>>
I'm not a fool, Jacques. I know you're lying. You look scared.
<</player-speech>>
<<narration>>
He scowls at you, but says nothing to dispute your claim. Eventually you shrug and continue deeper into the forest
with Jacques trailing you silently.<br/>
[[Continue...|darkwoods-meet-travelers]]
<</narration>><<narration>>
Ahead, a bit more light pokes through the dense greenery.<br/>
You think excitedly.
<</narration>>
<<player-speech>>
There's the other side! That wasn't so bad!
<</player-speech>>
<<narration>>
You hurry ahead, ready to get out of the dark and eerie forest. But, as you near the light, you realize that the
source is not the sunlight you thought it was.<br/>
Four travelers sit beside the path with instruments in their laps and a warm fire burning low. They seem to be
packing their things, brushing dirt from their patterned trousers and securing instruments and camp items in their
packs. One of them looks up as you approach. Her red hair is braided down her back and strung with colorful beads,
and the freckles on her face flicker in the firelight.
<</narration>>
<<speech>>
Oh hello!
<</speech>>
<<narration>>
She stands quickly and wipes her hands on her shirt before offering it to you.
<</narration>>
<<speech>>
Good to see a friendly face on a dreary road! Are you headed to Olinvale? I warn you, it's not pleasant there.
<</speech>>
<<narration>>
You take the woman's hand, unsure of what she's talking about.
<</narration>>
<<player-speech>>
Just passing through. What's happening in Olinvale?
<</player-speech>>
<<narration>>
The woman shudders.
<</narration>>
<<speech>>
It's terrible. Everything is dull and dreary, and the rain never stops. People there are like walking corpses-
everyone is ill and pitiful. Every hour we spent I felt the life being pulled out of me! I hope to never find
myself in that horrible place again.
<</speech>>
<<narration>>
She glances over your shoulder, down the road you came from.
<</narration>>
<<speech>>
But you must be coming from Kalinvale! I hear it's absolutely beautiful! Is it as colorful as they say? It could
hardly be worse than Olinvale!
<</speech>>
<<narration>>
[[Continue...|darkwoods-meet-travelers-2]]
<</narration>><<narration>>
Before you can answer, the conversation is cut short by the rustling of bushes. You turn, and see Jacques stumble
from the forest, sticks caught in his ruffled feathers and leaves sticking to his clothes. He must have fallen
behind and lost you.
<</narration>>
<<speech>>
You left me!
<</speech>>
<<narration>>
he squawks, sounding panicked.
<</narration>>
<<speech>>
What is this? You left the famous Jacques DeLa Coeur to die in the woods by himself?
<</speech>>
<<narration>>
He looks ridiculous, and you can't help but chuckle as he desperately pulls the leaves from his feathers.
<</narration>>
<<player-speech>>
You're alright, Jacques. I'm right here.
<</player-speech>>
<<narration>>
The woman asks, tilting her head at Jacques.
<</narration>>
<<speech>>
Who is this? The famous Jacques de la Coeur? I've never heard of you.
<</speech>>
<<narration>>
Jacques puffs his feathers, attempting to regain a bit of his dignity.
<</narration>>
<<speech>>
Nonsense, of course you have. I'm the greatest bard in the Feywild.
<</speech>>
<<narration>>
This earns a ripple of laughter from the group.
<</narration>>
<<speech>>
Are you really?
<</speech>>
<<narration>>
The woman asks playfully.
<</narration>>
<<speech>>
Well then, go on. Play for us.
<</speech>>
<<narration>>
Jacques stiffens at the request, glancing nervously from you to the musical troupe.
<</narration>>
<<speech>>Well…I…
<</speech>>
<<narration>>
the woman urges.
<</narration>>
<<speech>>
No, please, we have time, You have a lute. Play for us, Jacques DeLa Coeur.
<</speech>>
<<set _diceRollCheck_header = "Roll an Insight check on Jacques">>
<<set _targetStat = "Insight">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwoods-meet-travelers-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte 15>>
<<goto "darkwoods-meet-travelers-great-success">>
<<elseif _totalResult gte _dc>>
<<goto "darkwoods-meet-travelers-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwoods-meet-travelers-failure">>
<</if>><<narration>>
Jacques looks very uncomfortable at this request, and particularly so when his lute is mentioned. He flexes his
wings slowly, moving instinctively to protect it, but also shrinking his posture, as if he's trying to disappear
from the conversation. He seems very hesitant to play it. In fact, given his reluctance and the awkward way he
holds the instrument you begin to wonder if he's ever played at all.<br/>
You haven't really been able to see Jacques lute until now. It appears in perfect condition, and indeed it is a
beautiful instrument. Detailed with elegant spirals and perfectly polished wood, it seems to glow even in the dark
of the jungle. How did someone like Jacques end up with such a beautiful piece?<br/>
The woman's smile grows, clearly noticing Jacques' unease as much as you. She seems humored by his unwillingness
to play.<br/>
[[Continue...|darkwoods-meet-travelers-3]]
<</narration>><<narration>>
Jacques looks very uncomfortable at this request, and particularly so when his lute is mentioned. He flexes his
wings slowly, as if searching for something to hold on to that isn't his lute. The woman's smile grows, clearly
noticing Jacques' unease as much as you. She seems humored by his unwillingness to play.<br/>
[[Continue...|darkwoods-meet-travelers-3]]
<</narration>><<narration>>
Jacques looks very uncomfortable at this request, though you're unsure why. Whoever heard of a bard who wouldn't
play his instrument upon request...<br/>
[[Continue...|darkwoods-meet-travelers-3]]
<</narration>><<narration>>
Jacques stammers again,
<</narration>>
<<speech>>
You see…I would love to play…but…
<</speech>>
<<narration>>
he clears his throat.
<</narration>>
<<speech>>
My lute is broken,
<</speech>>
<<narration>>
he announces.
<</narration>>
<<speech>>
We are going to get it fixed in Olinvale!
<</speech>>
<<narration>>
The woman frowns, glancing at the instrument.
<</narration>>
<<speech>>
It looks fine to me.
<</speech>>
<<narration>>
Jacques tucks it behind him.
<</narration>>
<<speech>>
It doesn't play right.
<</speech>>
<<narration>>
One of the other travelers chimes in,
<</narration>>
<<speech>>
Or maybe, you just don't know how to play it.
<</speech>>
<<narration>>
Another round of laughter rises among them. The woman grins and reaches out a hand to Jacques.
<</narration>>
<<speech>>
Give me your lute. I'll show you how it's done.
<</speech>>
<<narration>>
Jacques steps back, shaking his head.
<</narration>>
<<speech>>
Oh, no no no, thank you.
<</speech>>
<<narration>>
She steps closer
<</narration>>
<<speech>>
Come on, bird-man, pass it over.
<</speech>>
<<narration>>
Jacques cowers back until the lute he's holding behind him crunches softly against the underbrush. He looks at you
pleadingly.
<</narration>>
<<prompt>>
[[Interceded for Jacques|darkwoods-intercede-for-jacques]] -or-<br/>
[[Leave him to resolve for himself|darkwoods-let-jacques-swing]]
<</prompt>><<run Ember.adjustBardSympathy($pc, 1)>>
<<narration>>
You hold up your hand between the woman and Jacques.
<</narration>>
<<player-speech>>
That's enough,
<</player-speech>>
<<narration>>
you say gently.
<</narration>>
<<player-speech>>
We need to be going, and you have a festival to get to. You'll have plenty of luck in Kalinvale. There's some sort
of festival going on there right now.
<</player-speech>>
<<narration>>
You take Jacques by the arm and tug him past the group.
<</narration>>
<<player-speech>>
Come on, Jacques. We need to reach Olinvale before dark.
<</player-speech>>
<<narration>>
The woman frowns, seemingly disappointed that you ruined her fun.
<</narration>>
<<speech>>
I'm certain the bird-man doesn't need your protection, friend.
<</speech>>
<<narration>><</narration>>
<<speech>>
I don't!
<</speech>>
<<narration>>
Jacques says quickly, but he makes no move to resist you. In fact, he seems grateful that you came to his rescue.
He clings to your arm as you guide him away from the campsite, and towards the path through Darkwood.
<</narration>>
<div id="darkwoods-intercede-for-jacques-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#darkwoods-intercede-for-jacques-fade-in" transition>>
<<include "darkwoods-interceded-for-jacques-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
You lead Jacques a bit farther down the path, until the light of their dim fire is no longer visible, then let
go of him.
<</narration>>
<<player-speech>>
Are you okay? You looked stressed back there.
<</player-speech>>
<<set _diceRollCheck_header = "Roll a Persuasion check on Jacques">>
<<set _targetStat = "Persuasion">>
<<set _dc = 13 - Ember.checkBardSympathy($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwoods-interceded-for-jacques-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwoods-interceded-for-jacques-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwoods-interceded-for-jacques-failure">>
<</if>><<run Ember.adjustBardSympathy($pc, 1)>>
<<narration>>
Jacques reaches back and touches his lute softly, but doesn't respond. He seemed quite distraught when asked to
play it earlier. He looked like he was going to run as soon as the traveler woman asked to hold it.
<</narration>>
<<player-speech>>
Jacques,
<</player-speech>>
<<narration>>
You ask slowly, as not to spook him,
<</narration>>
<<player-speech>>
You really love your lute, don't you?
<</player-speech>>
<<narration>>
He nods.
<</narration>>
<<speech>>
For a traveling musician, his instrument is his closest friend.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Where did you get it?
<</player-speech>>
<<narration>>
Jacques pauses then gives a nervous chuckle.
<</narration>>
<<speech>>
It was…my father's.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Oh? Was he a musician too?
<</player-speech>>
<<narration>>He grins.<</narration>>
<<speech>>
The best. He traveled all across the Feywild and played in every town! He promised me that one day, his face would
be on every poster, and crowds would come in hordes to hear him play his lute. And they did!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
He sounds like quite the bard.
<</player-speech>>
<<narration>>
Jacques gives a fond smile, like he's remembering something happy.
<</narration>>
<<speech>>
He was.
<</speech>>
<<narration>>
[[Continue...|darkwood-left-travelers]]
<</narration>><<narration>>
Jacques is quiet for a moment, then seems to put his brash confidence back on.
<</narration>>
<<speech>>
Yes, yes, perfectly fine.
<</speech>>
<<narration>><</narration>>
<<speech>>
I would have never handed my lute over to that woman. I'm certain she's a terrible musician.
<</speech>>
<<narration>>
He's probably wrong—she seemed to know her instruments—but you chuckle anyway.
<</narration>>
<<player-speech>>
Sure, Jacques. If you say so.
<</player-speech>>
<<narration>>
[[Continue...|darkwood-left-travelers]]
<</narration>><<narration>>
You laugh at Jacques' ridiculous anxiety. You tease.
<</narration>>
<<player-speech>>
She won't bite. Maybe it's not broken, and you can save your coin for something else.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
It is broken!
<</speech>>
<<narration>>
Jacques insists loudly.<br/>
The woman takes another step toward Jacques, but he ducks under her arm, and scurries to the other side of the
campsite.
<</narration>>
<<speech>>
Leave me alone! My lute is none of your concern!
<</speech>>
<<narration>>
Another round of laughter rises from the traveling group as the woman raises her hands in mock defeat.
<</narration>>
<<speech>>
Alright, Jacques the Brave, you win. Perhaps you should stop screaming and save your voice for singing… or is your
voice broken too?
<</speech>>
<<narration>>
He croaks,
<</narration>>
<<speech>>
My voice works fine, And… and we have places to be! Right?
<</speech>>
<<narration>>
Jacques looks at you pleadingly.<br/>
You glance up at the sliver of sky through the trees, noticing how much time has passed. Jacques is right—you
should get going.
<</narration>>
<<player-speech>>
Actually, we do need to keep moving.
<</player-speech>>
<<narration>>
You start down the road, waving for Jacques to follow.
<</narration>>
<<player-speech>>
Pleasure to meet you all. Good luck in Kalinvale - you'll do well there.
<</player-speech>>
<<narration>>
The woman waves after you.
<</narration>>
<<speech>>
Safe travels! If you ever decide you want to hear some music, come see me. I doubt you'll get any from the broken
lute or the broken bird!
<</speech>>
<<narration>>
Laughter fills the forest as you head farther from the campsite, until the light of their fire is nothing but a
faded spark behind you.
<</narration>>
<div id="darkwoods-let-jacques-swing-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#darkwoods-let-jacques-swing-fade-in" transition>>
<<include "darkwoods-let-jacques-swing-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
When you have travelled together a few minutes more you break the silence.
<</narration>>
<<player-speech>>
What happened back there? You started acting crazy when that woman asked you to play!
<</player-speech>>
<<set _diceRollCheck_header = "Roll a Persuasion check on Jacques">>
<<set _targetStat = "Persuasion">>
<<set _dc = 14
- Ember.checkBardSympathy($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwoods-let-jacques-swing-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwoods-let-jacques-swing-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwoods-let-jacques-swing-failure">>
<</if>><<run Ember.adjustBardSympathy($pc, 1)>>
<<narration>>
Jacques might not have been pouting before, but he certainly is now. Not only that, but every snap of a twig or
rustle of leaves is making him jump and clutch his lute like the forest itself is going to steal it from him.
When you catch his eye, his gaze narrows into a glare, and his grip on his lute tightens.
<</narration>>
<<speech>>
Yes, everything is fine. Everything is always fine with Jacques De La Coeur!
<</speech>>
<<narration>>
he replies, without looking at you, and with just the hint of a quaver in his voice.<br/>
He talks a big game for a broken bard with a broken lute.
<</narration>>
<<player-speech>>
That's a nice lute, by the way. It seems to be very precious to you!
<</player-speech>>
<<narration>>
you say.<br/>
he responds,
<</narration>>
<<speech>>
Thank you! It was my father's! When it is fixed, it will once again make beautiful music!
<</speech>>
<<narration>>
You're not sure what is true in what he said, but the lute is evidently his most prized possession...<br/>
[[Continue...|darkwood-left-travelers]]
<</narration>><<narration>>
You look at Jacques and find him nervously rubbing the smooth wood of the instrument across his back, as if afraid
it might disappear.
<</narration>>
<<player-speech>>
Everything alright?
<</player-speech>>
<<narration>>
you prompt him again.
<</narration>>
<<speech>>
Yes, everything is fine. Everything is always fine with Jacques De La Coeur!
<</speech>>
<<narration>>
he replies, without looking at you, and with just the hint of a quaver in his voice.<br/>
You continue in silence, down the darkening path towards Olinvale.<br/>
[[Continue...|darkwood-left-travelers]]
<</narration>><<narration>>
You continue through the forest, Jacques at your side. The path is winding and twisty, and as time goes on, you
start to feel as though you're walking in circles. And the Darkwood…maybe it's just in your head, but it's almost
as if the woods themselves are getting darker and deeper.<br/>
Jacques' confident demeanor has disappeared, replaced with an uncharacteristic skittish silence. Every time you
glance over, you find him messing with his lute, and his distracted gaze won't meet yours.<br/>
At last, you break the silence.
<</narration>>
<<player-speech>>
Is it really broken?
<</player-speech>>
<<narration>>
He glances up at you, and you nod to his lute.<br/>
He nods vigorously.
<</narration>>
<<speech>>
Oh yes, terribly broken. I can't play it at all. The only notes it produces is a horribly sharp sound that is
painful to my ears!
<</speech>>
<<set _diceRollCheck_header = "Roll an Insight check on Jacques">>
<<set _targetStat = "Insight">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwood-left-travelers-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte 17>>
<<goto "darkwood-left-travelers-high-success">>
<<elseif _totalResult gte _dc>>
<<goto "darkwood-left-travelers-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwood-left-travelers-failure">>
<</if>><<narration>>
Jacques isn't lying about the sound, but his lute is not broken and he knows it. For whatever reason, it seems this
bard is unable to properly play his instrument, and it's a source of deep pain for him.<br/>
[[Continue...|darkwood-left-travelers-2]]
<</narration>><<narration>>
Jacques' body language says enough. He's not being truthful-at least not fully. He doesn't really believe his lute
is broken. You suspect maybe it's the bard himself having trouble playing it…<br/>
[[Continue...|darkwood-left-travelers-2]]
<</narration>><<narration>>
Aaracockra are just hard to read, even when they're acting normally. Maybe he's telling the truth? You can't see
that he has any reason to lie about his instrument.<br/>
[[Continue...|darkwood-left-travelers-2]]
<</narration>><<player-speech>>
I'm sorry it's not working, That's awful.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
It is.
<</speech>>
<<narration>>
Jacques straightens, and the confident bard you remember seems to come back to him.
<</narration>>
<<speech>>
But just you wait! When my lute is fixed, you will finally understand why I am the greatest musician in all of the
Feywild!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Can you try to play it for me?
<</player-speech>>
<<narration>>
Jacques jumps a bit at the request.
<</narration>>
<<speech>>
Of course not.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Not even a little?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
No! Certainly Not!
<</speech>>
<<narration>>
Hm. You try to steal a glance at the lute. Jacques tries to hide it from you.
<</narration>>
<<player-speech>>
What about singing?<br/>
You can sing, can't you?
<</player-speech>>
<<narration>>
He looks almost offended by the question.
<</narration>>
<<speech>>
Of course I can sing.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Then, will you sing for me?
<</player-speech>>
<<narration>>
Jacques considers this.
<</narration>>
<<speech>>
Eh, no.
<</speech>>
<<narration>>
He speaks with his usual abrasive arrogance.
<</narration>>
<<speech>>
My talent costs coin, dear adventurer. I cannot play for free.
<</speech>>
<<narration>>
You're not convinced, but you drop it, as you can see it bothers him.<br/>
[[Continue...|darkwood-left-travelers-3]]
<</narration>><<narration>>
Something ahead once again catches your eye. At last—more light! Maybe this is another group of travelers that can
help you find your way, or even better, maybe it's the end!<br/>
You quicken your steps, growing uneasy in the deepening forest gloom.<br/>
But as you approach, you find that the light ahead is not a group of travelers. Instead, a massive floating skull,
as large as you are tall, hovers in the forest. Green flames lick across its form, and sparks of fire glow in its
eyes. From the looks of it, you haven't yet been spotted.<br/>
You stumble to a halt, your heart pounding. Jacques slams into your back and shrieks in outrage,
<</narration>>
<<speech>>
Hey!
<</speech>>
<<narration>>
You turn and shush him with a violent wave of your hand, shoving him back.<br/>
Jacques struggles and tries to dodge your push.
<</narration>>
<<speech>>
Stop it!<br/>
You're messing up my feathers!
<</speech>>
<<narration>>
His shout echoes through the forest.<br/>
A chill runs up your spine as you hear a deep growl reverberate through the trees. This, at last, gets Jacques'
attention. He freezes, a terrified look in his eye.<br/>
Slowly, you turn around.
A massive set of glowing eyes stare at you through the trees. The flameskull has spotted you!<br/>
[[Attack!|darkwood-combat-flameskull]]
<</narration>><<set _combatFriendlies = [$pc,Ember.getCreatureByType("jacques", "Jacques de la Coeur")]>>
<<set _combatEnemies = [Ember.getCreatureByType("flameskull", "Flameskull", true)]>>
<<set _combatVictory = "darkwood-combat-flameskull-success">>
<<set _combatDefeat = "darkwood-combat-flameskull-fail">>
<<set _combatEndCondition = function(combat) {
var pc = combat.participants.find(function(p) { return p.isPlayer; });
if (pc && pc.hp.current <= pc.hp.max / 2) return "defeat";
return null;
}>>
<<set $combat = null>>
<<include "Combat">><<narration>>
The Flameskull comes barreling toward you, its jaws wide. Fire leaps from its eyes, shooting toward you at
terrifying speed, and catching in the surrounding trees. You feel the flash of heat curl around you.<br/>
You lunge out of the way just as the skull reaches you. Its teeth snap inches from your arm, but you're quicker.
Instead of you, the skull slams into the trunk of a tree with the crack of snapping wood. The trunk topples,
slamming into the skull and landing hard on its head. Fire leaps into the air as the skull shudders, momentarily
disoriented.<br/>
Across from you, Jacques pulls his lute off of his back. His arms shake a bit as he cradles the instrument and
shouts,
<</narration>>
<<speech>>
I'll handle this!
<</speech>>
<<narration>>
[[Encourage Jacques to be brave|darkwood-win-encourage-the-bard]] -or-
[[Wave him off|darkwood-win-discourage-the-bard]]
<</narration>><<narration>>
Jacques looks serious. There's fear in his eye, but he seems to be pushing it down. This is the first bit of
bravery you've seen from him, and you're hopeful in spite of yourself. You can't help but admire his tenacity.<br/>
Bold as he may be though, there's no way he can take this skull on by himself. It turns toward Jacques with a
narrowed gaze, ready to unleash its wrath on him.
<</narration>>
<<player-speech>>
Hey!
<</player-speech>>
<<narration>>
You shout over the sounds of cracking wood and burning trees.
<</narration>>
<<player-speech>>
Over here, big head!
<</player-speech>>
<<narration>>
The skull swivels toward you, spotting you among the trees.<br/>
You look to Jacques.
<</narration>>
<<player-speech>>
Now!
<</player-speech>>
<<narration>>
He hesitates, though only for a moment, before steeling himself and shakily plucking the strings of his lute.
<</narration>>
<div id="darkwood-win-encourage-the-bard-fade-in">
<<link "Continue...">>
<<replace "#darkwood-win-encourage-the-bard-fade-in" transition>>
<<include "darkwood-win-encourage-the-bard-2">>
<</replace>>
<</link>>
</div><<narration>>
The notes that come out are soft and a bit wobbly, but it's nothing like the horrible sound Jacques described to
you earlier. Jacques opens his eyes, surprised, as the notes float across the forest to reach you and the
Flameskull.<br/>
It's dreamy—calming. Even surrounded by flame and teeth, you feel as though you could fall asleep to the sound.
The trees around you seem to sway gently with the peaceful melody.<br/>
The skull stops and hovers uncertainly. It seems to have forgotten about the fight entirely. It stares off into
the dense trees past where you're standing. The fire in its eyes dulls to drifting smoke, and the glare in the
eye sockets blinks and shudders as if it might fade away.<br/>
You take a hesitant step forward. Nothing. You quicken your pace, slipping around the skull and meeting Jacques
on the other side.
<</narration>>
<<player-speech>>
Let's go.
<</player-speech>>
<<narration>>
You whisper, careful not to disturb the skull's sleep. You take Jacques by the arm and hurry him down the forest
path, far from where the sleeping skull dreams.
<</narration>>
<div id="darkwood-win-encourage-the-bard-2-fade-in">
<<link "Continue...">>
<<replace "#darkwood-win-encourage-the-bard-2-fade-in" transition>>
<<include "darkwood-win-encourage-the-bard-3">>
<</replace>>
<</link>>
</div><<run Ember.adjustBardSympathy($pc, 1)>>
<<narration>>
Once you're far enough from the skull, you turn to Jacques with a wide grin.
<</narration>>
<<player-speech>>
Jacques, that was amazing!
<</player-speech>>
<<narration>>
The bard blinks incredulously and looks at his lute as if it's a brand new instrument.<br/>
He grins back at you.
<</narration>>
<<speech>>
That WAS amazing! My music was amazing!
<</speech>>
<<narration>>
You chuckle and clap him on the shoulder, hard enough to make him stumble.
<</narration>>
<<player-speech>>
Where did you learn music like that?
<</player-speech>>
<<narration>>
Jacques' smile slips a bit.
<</narration>>
<<speech>>
That was my father's song.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
It's beautiful.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
It is.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
When did he teach it to you?
<</player-speech>>
<<narration>>
Jacques sighs.
<</narration>>
<<speech>>
Every day. He told me to never forget it. Even back then, his song could make the saddest person glow like the
sun, and the most angry feel at peace.
<</speech>>
<<narration>>
You nod. There was something truly unique about that music.
<</narration>>
<<player-speech>>
You did his song justice back there, Jacques.
<</player-speech>>
<<narration>>
He looks at you, and for a moment, you wonder if this frightened and arrogant bird-man is going to cry.
<</narration>>
<<player-speech>>
Quick thinking by the way!
<</player-speech>>
<<narration>>
You say quickly, changing the subject.
<</narration>>
<<player-speech>>
That could have ended poorly!
<</player-speech>>
<<narration>>
Jacques seems to snap out of his emotions.
<</narration>>
<<speech>>
You could have lost your leg!
<</speech>>
<<narration>>
He laughs and shakes his feathers.
<</narration>>
<<speech>>
I could have burned all my feathers off! How terrible! I would no longer be beautiful!<br/>
You reason,
<</speech>>
<<player-speech>>
That would also have hurt, a lot.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
That is true.
<</speech>>
<<narration>>
Jacques nods considering this.
<</narration>>
<<speech>>
How wonderful of me to have saved us.
<</speech>>
<<narration>>
You can't help but roll your eyes a bit.
<</narration>>
<<player-speech>>
Alright, enough of that.
<</player-speech>>
<<narration>>
You can't be far from Olinvale now.
<</narration>>
<<player-speech>>
I'm ready to be out of this forest.
<</player-speech>>
<<narration>>
Jacques nods.
<</narration>>
<<speech>>
Agreed.
<</speech>>
<<narration>>
<<link "Continue">>
<<set _bardSympathy = Ember.checkBardSympathy($pc)>>
<<if _bardSympathy gte 4>>
<<goto "darkwood-after-combat-jacques-friend">>
<<elseif _bardSympathy gte 2>>
<<goto "darkwood-after-combat-jacques-uncertain">>
<<elseif _bardSympathy lte 1>>
<<goto "darkwood-after-combat-jacques-reject">>
<</if>>
<</link>>
<</narration>><<narration>>
He'll handle this? His lute is broken, and he's been nothing but scared this whole time. He's going to get you
both killed.<br/>
The skull turns toward Jacques, its gaze narrowed on the bard. You scramble to your feet and shout across the
forest
<</narration>>
<<player-speech>>
No, Jack! You'll only anger him!
<</player-speech>>
<<narration>>
Hearing your shout, the skull spins to face you.<br/>
Jacques pauses, his hand hovering over the strings of his broken lute. You wave a hand at him.
<</narration>>
<<player-speech>>
Get out of here!
<</player-speech>>
<<narration>>
Before you can say anything more, the skull rushes at you again, this time with fire leaping from its eyes. The
flames catch on the pines like kindling, and your nose is rushed with the heavy scent of smoke. You cough, blindly
searching the ground for a weapon.<br/>
Through the smoke, you spot Jacques. He didn't listen. The lute is still in his hands, and before you can yell
at him again, he strikes the strings with a dramatic flourish.
<</narration>>
<div id="darkwood-win-discourage-the-bard-fade-in">
<<link "Continue...">>
<<replace "#darkwood-win-discourage-the-bard-fade-in" transition>>
<<include "darkwood-win-discourage-the-bard-2">>
<</replace>>
<</link>>
</div><<narration>>
A single horrible note shrieks from the instrument. It's so terrible you wonder if your ears might shatter from
the sound. The note cuts through the flame and the forest, loud enough to capture the attention of the
flameskull.<br/>
The skull, apparently as horrified by the sound as you are, lets out dramatic cry. It shakes and slinks back, as
if attempting to free itself of the sound, and you take the opportunity.<br/>
Your hands fumble upon a large tree branch. More flames illuminate the thick smoke, and with no time to find a
better weapon, you heave the branch into your arms and swing it as hard as you can.<br/>
The branch collides with the skull with a sickening crack, and the impact is enough to make you stumble
backward.<br/>
Smoke drifts by, and through it, you see a massive crack split down the head of the skull. It blinks, confused and
dazed, and you run. Rocks and sticks kick up under your feet as you plow through the forest, barely staying on
the path.<br/>
You hear another screech as the flameskull leaps back into action, shaking off the horrors of that terrible sound
and the pain of your strike. More fire catches the trees, and you push yourself faster, noticing Jacques close
behind you. He grips his lute tightly, narrowly dodging the massive branches knocked down by the skull.<br/>
The road turns and you follow it, desperate to put distance between you and the monster. Your legs ache and your
lungs hurt from gasping, but at last, the flame fades behind you. You can no longer hear the screams of the
monster; it seems you've outrun it.
<</narration>>
<div id="darkwood-win-discourage-the-bard-2-fade-in">
<<link "Continue...">>
<<replace "#darkwood-win-discourage-the-bard-2-fade-in" transition>>
<<include "darkwood-win-discourage-the-bard-3">>
<</replace>>
<</link>>
</div><<narration>>
You stop, gasping for air. You place your hands on your knees and cough the smoke, tasting it on your tongue.
Thankfully, you aren't badly injured.<br/>
Jacques catches up, scrambling through the brush. He comes to a halt at your side, panting just as hard as you
are, but apparently unscathed.
<</narration>>
<<speech>>
That was terrible!
<</speech>>
<<narration>>
He grips his lute tightly against his chest.
<</narration>>
<<player-speech>>
You were right, there is something seriously wrong with that lute of yours.
<</player-speech>>
<<narration>>
<<link "Continue">>
<<set _bardSympathy = Ember.checkBardSympathy($pc)>>
<<if _bardSympathy gte 4>>
<<goto "darkwood-after-combat-jacques-friend">>
<<elseif _bardSympathy gte 2>>
<<goto "darkwood-after-combat-jacques-uncertain">>
<<elseif _bardSympathy lte 1>>
<<goto "darkwood-after-combat-jacques-reject">>
<</if>>
<</link>>
<</narration>><<narration>>
The Flameskull comes barreling toward you, its jaws wide. Fire leaps from its eyes, shooting toward you at
terrifying speed, and catching in the surrounding trees. You feel the flash of heat curl around you.<br/>
In the momentary flash of light, the skull surges forward, teeth bared. You try to dodge, but its teeth clamp down
on your leg with a painful jolt, pinning you in place.<br/>
You shout in pain and kick at the skull, but it only holds you tighter. Red lights up its eyes as it prepares to
cover you in flames.<br/>
Frantically, you search the burning forest around you for Jacques, and find him cowering in the dark, inching
farther and farther away. Fire reaches for his feathers, and he jumps and brushes the flames off. He looks like
he might run…<br/>
[[Encourage Jacques to be brave|darkwood-lose-encourage-the-bard]] -or-
[[Berate him for being a coward|darkwood-lose-discourage-the-bard]]
<</narration>><<narration>>
If Jacques runs, the skull is certain to finish you off and catch him next. You need to fight back, and you need
Jacques' help to do it.
<</narration>>
<<player-speech>>
Jacques! Be brave! I know you can!
<</player-speech>>
<<narration>>
you shout above the crackle of flame.
<</narration>>
<<player-speech>>
Help me!
<</player-speech>>
<<narration>>
he stammers.
<</narration>>
<<speech>>
I…What do I do?
<</speech>>
<<narration>>
If he doesn't act fast, you're going to be cooked alive.
<</narration>>
<<player-speech>>
Distract him!
<</player-speech>>
<<narration>>
Terrified, Jacques pulls his lute off his back. His hands shake a bit as he cradles the instrument and strikes
the strings.
<</narration>>
<<speech>>
I…think I can soothe him…
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Hurry!
<</player-speech>>
<<narration>>
Those flames are hot, and the flameskull is tightening its bite.
<</narration>>
<<player-speech>>
You've got this!
<</player-speech>>
<<narration>>
Jacques squeezes his eyes shut and picks a melody out on his lute.
<</narration>>
<div id="darkwood-lose-encourage-the-bard-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#darkwood-lose-encourage-the-bard-fade-in" transition>>
<<include "darkwood-lose-encourage-the-bard-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
The notes that come out are soft and a bit wobbly, but it's nothing like the horrible sound Jacques described to
you earlier. Jacques opens his eyes, surprised, as the notes float across the forest to reach you and the
Flameskull.<br/>
It's dreamy—calming. Even surrounded by flame and teeth, you feel as though you could fall asleep to the sound.
The pressure on your leg eases as the skull seems to slip into a dull sleepiness as well. Its flames fade, and the
burning glow in the eye sockets blinks and shudders.<br/>
You quickly slip your leg free and scramble to your feet, meeting Jacques' eye. The bard blinks unbelievingly at
the skull, who seems to have forgotten about you both completely.
<</narration>>
<<player-speech>>
Let's go.
<</player-speech>>
<<narration>>
you whisper, careful not to disturb the skull's sleep. You take Jacques by the arm and hurry him down the forest
path, far from where the sleeping skull dreams.
<</narration>>
<div id="darkwood-lose-encourage-the-bard-2-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#darkwood-lose-encourage-the-bard-2-fade-in" transition>>
<<include "darkwood-lose-encourage-the-bard-3">>
<</replace>>
<</link>>
<</narration>>
</div><<run Ember.adjustBardSympathy($pc, 1)>>
<<narration>>
Once you're far enough from the skull, you turn to Jacques, smiling.
<</narration>>
<<player-speech>>
That was amazing!
<</player-speech>>
<<narration>>
Jacques looks at his lute as if it's a brand new instrument.<br/>
He grins at you.
<</narration>>
<<speech>>
That was amazing! My music was amazing!
<</speech>>
<<narration>>
You chuckle and clap him on the shoulder, hard enough to make him stumble at the gesture.
<</narration>>
<<player-speech>>
Where did you learn music like that?
<</player-speech>>
<<narration>>
Jacques' smile slips a bit.
<</narration>>
<<speech>>
That was my father's song.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
It's beautiful.
<</player-speech>>
<<narration>><</narration>>>
<<speech>>
It is
<</speech>>
<<narration>>
he agrees.
<</narration>>
<<player-speech>>
When did he teach it to you?
<</player-speech>>
<<narration>>
Jacques sighs.
<</narration>>
<<speech>>
Every day. He told me to never forget it. Even back then, his song could make the saddest person glow like the
sun, and the most angry feel at peace.
<</speech>>
<<narration>>
You nod. There is something truly unique about that music.
<</narration>>
<<player-speech>>
I believe you did his song justice back there, Jacques.
<</player-speech>>
<<narration>>
He looks at you, and for a moment, you wonder if this frightened and arrogant bird-man is going to cry.
<</narration>>
<<player-speech>>
Quick thinking by the way!
<</player-speech>>
<<narration>>
You say quickly, changing the subject.
<</narration>>
<<player-speech>>
That could have ended poorly!
<</player-speech>>
<<narration>>
Jacques seems to snap out of his emotions.
<</narration>>
<<speech>>
You could have lost your leg!
<</speech>>
<<narration>>
He laughs and shakes his feathers.
<</narration>>
<<speech>>
I could have burned all my feathers off! How terrible! I would no longer be beautiful!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
That would also have hurt, a lot.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
That is true.
<</speech>>
<<narration>>
Jacques nods considering this.
<</narration>>
<<speech>>
How wonderful of me to have saved us.
<</speech>>
<<narration>>
You can't help but roll your eyes a bit.
<</narration>>
<<player-speech>>
Alright, enough of that.
<</player-speech>>
<<narration>>
You can't be far from Olinvale now.
<</narration>>
<<player-speech>>
I'm ready to be out of this forest.
<</player-speech>>
<<narration>>
Jacques nods.
<</narration>>
<<speech>>
Agreed.
<</speech>>
<<narration>>
<<link "Continue...">>
<<set _bardSympathy = Ember.checkBardSympathy($pc)>>
<<if _bardSympathy gte 4>>
<<goto "darkwood-after-combat-jacques-friend">>
<<elseif _bardSympathy gte 2>>
<<goto "darkwood-after-combat-jacques-uncertain">>
<<elseif _bardSympathy lte 1>>
<<goto "darkwood-after-combat-jacques-reject">>
<</if>>
<</link>>
<</narration>><<narration>>
If Jacques had just been quiet a moment ago, you might have been able to sneak past the Flameskull, but you have
nowhere to go now. This is his fault, and now you might meet your end in this terrible forest!
<</narration>>
<<player-speech>>
Jacques, you useless bird-brain!<br/>
Stop being such a coward! Get over here and help me!
<</player-speech>>
<<narration>><</narration>>
<<speech>>
I…What do I do?
<</speech>>
<<narration>>
If he doesn't act fast, you're going to be cooked alive.
<</narration>>
<<player-speech>>
Just do something!
<</player-speech>>
<<narration>>
Terrified, Jacques pulls his lute off his back. His hands shake a bit as he cradles the instrument and strikes
the strings.
<</narration>>
<div id="darkwood-lose-discourage-the-bard-fade-in">
<<link "Continue...">>
<<replace "#darkwood-lose-discourage-the-bard-fade-in" transition>>
<<include "darkwood-lose-discourage-the-bard-2">>
<</replace>>
<</link>>
</div><<narration>>
A single horrible note shrieks from the instrument. It's so terrible, you feel as though your ears might shatter
from the sound. The terrifying discordance cuts through the flame and the forest.<br/>
The skull, apparently as horrified by the sound as you are, drops your leg with a dramatic cry. It shakes and
slinks back, as if attempting to free itself of the sound, and you seize the opportunity to escape!<br/>
Sticks catch on your clothes as you scramble from the ground and race down the path, kicking up dirt behind you,
yelling for Jacques to follow.<br/>
You hear a screech as the Flameskull shakes off the horrors of Jacques' lute and leaps back into action. More
fire catches the trees, and you push yourself faster, noticing Jacques close behind you. He grips his lute tightly,
narrowly dodging the massive branches knocked down by the skull.
<</narration>>
<div id="darkwood-lose-discourage-the-bard-2-fade-in">
<<link "Continue...">>
<<replace "#darkwood-lose-discourage-the-bard-2-fade-in" transition>>
<<include "darkwood-lose-discourage-the-bard-3">>
<</replace>>
<</link>>
</div><<narration>>
The road turns and you follow it, desperate to put distance between you and the monster. Your legs ache and your
lungs burn, but at last the flames fade behind you. You can no longer hear the screams of the monster, and it
seems you've outrun the skull.<br/>
You stop, gasping for air. You place your hands on your knees and cough up smoke, tasting it on your tongue. You
can feel bruises forming on your leg where the skull caught you, and you can feel the deep sting of some bad burns
and cuts, but at least you're alive...<br/>
Jacques catches up, scrambling through the brush. He comes to a halt at your side, panting just as hard as you
are.
<</narration>>
<<speech>>
That was terrible!
<</speech>>
<<narration>>
He grips his lute tightly against his chest.
<</narration>>
<<player-speech>>
You were right, there is something seriously wrong with that lute of yours.
<</player-speech>>
<<narration>>
<<link "Continue">>
<<set _bardSympathy = Ember.checkBardSympathy($pc)>>
<<if _bardSympathy gte 4>>
<<goto "darkwood-after-combat-jacques-friend">>
<<elseif _bardSympathy gte 2>>
<<goto "darkwood-after-combat-jacques-uncertain">>
<<elseif _bardSympathy lte 1>>
<<goto "darkwood-after-combat-jacques-reject">>
<</if>>
<</link>>
<</narration>><<narration>>
The twisting path of the Dark Wood seems to grow brighter by slow degrees as you follow it. At your side, Jacques
walks with a skip in his step. His lute remains in his arms, and he cradles it as if it's made of gold. Maybe
it's just your eyes playing tricks on you, but the instrument appears a bit… livelier. The wood looks brilliantly
shiny, and Jacques occasionally brushes his feathers across it affectionately.<br/>
Eventually, you break the silence.
<</narration>>
<<player-speech>>
Jacques, that music you played sounded good.
<</player-speech>>
<<narration>>
He grins at you.
<</narration>>
<<speech>>
It did, didn't it?
<</speech>>
<<narration>>
You nod, thoughtfully.
<</narration>>
<<player-speech>>
I'm just wondering… didn't you say your lute was broken?
<</player-speech>>
<<narration>>
Jacques pauses. He glances down at the instrument in his hands, lifting it slightly to better see it in the faint
light that filters down from between the trees.
<</narration>>
<<speech>>
I suppose I did.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
It didn't sound broken to me.
<</player-speech>>
<<narration>>
As Jacques silently studies his lute, you notice more light just ahead. At first you worry it might be another
skull out to catch you and Jacques, but the more you look, the more you realize it's nothing to fear. Ahead, the
forest opens up, and you can see two paths branching out from it.<br/>
Finally! You hurry toward the light, and find a field full of lilies and tulips stretching out ahead of you. The
sun is warm on your skin and bright enough that you need to blink as it meets your eyes. Before you, there is a
signpost made of pale wood, with wooden markers pointing down each branch.<br/>
The first directs you right, marked with the familiar town name of 'Olinvale.'<br/>
The second points left, and the text on this sign is decidedly odd: 'To Where You Need To Go'.
<</narration>>
<div id="darkwood-after-combat-jacques-friend-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#darkwood-after-combat-jacques-friend-fade-in" transition>>
<<include "darkwood-after-combat-jacques-friend-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
Jacques comes to a stop at your side. He too blinks against the sunlight and ruffles his feathers at the sun's
warmth.<br/>
You glance at him.
<</narration>>
<<player-speech>>
Are you still headed to Olinvale?
<</player-speech>>
<<narration>>
Jacques nods.
<</narration>>
<<speech>>
I confess, I do not really understand my father's lute, but I will - I think there are answers for me there.
<</speech>>
<<narration>>
He looks up at you, and for the first time, he speaks genuinely, without arrogance or anxiety.
<</narration>>
<<speech>>
Will you join me?
<</speech>>
<<narration>>
You press your lips thin, unsure of how to respond.<br/>
You ask.
<</narration>>
<<player-speech>>
Why?
<</player-speech>>
<<narration>>
Jacques smiles sheepishly.
<</narration>>
<<speech>>
Truthfully, it was not you who needed a guide, but me.
<</speech>>
<<narration>>
He sweeps into a dramatic bow.
<</narration>>
<<speech>>
Dear friend, I would be honored if you would indulge this silly bard one last time. Walk with me to Olinvale?
<</speech>>
<<narration>>
You look at the long, straight road that leads to the town. The warnings of the traveling troupe from days before
echo in your mind: some curse or disease besets Olinvale. You may well suffer more injury there than you already
have from the Flameskull. And it looks to be far out of your way.<br/>
Then you turn and see the twisting road that is supposedly where you need to go...<br/>
There is a cost to following each road, perhaps a great cost indeed.
<</narration>>
<<prompt>>
Which will you choose?<br/>
[[Accompany Jacques to Olinvale|darkwood-jaques-friend-olinvale]] -or-<br/>
[[Leave Jacques and continue on to the Sybaris Fete|darkwood-jacques-friend-leave-to-fett]]
<</prompt>><<player-speech>>
Alright, I'll go with you! One more adventure, my friend!
<</player-speech>>
<<narration>>
Jacques straightens, a bright grin on his face.
<</narration>>
<<speech>>
Incredible! I knew you would!
<</speech>>
<<narration>>
He takes your arm in his and begins to strut down the road.<br/><nbr/>
You laugh, matching his pace.
<</narration>>
<<player-speech>>
Jacques? Can you play for me now?
<</player-speech>>
<<narration>>
After a moment of thought, Jacques nods.
<</narration>>
<<speech>>
I can try.
<</speech>>
<<narration>>
He releases your arm and lifts his lute, preparing to play.
<</narration>>
<<speech>>
If it's terrible, don't be mad.
<</speech>>
<<narration>>
You give him a sturdy nod and motion to the field of flowers around you.
<</narration>>
<<player-speech>>
It's just us! I promise I won't make fun of you if it's bad.
<</player-speech>>
<<narration>>
Jacques' wing hovers over the strings nervously, then he plays.<br/>
The music is beautiful. It floats around, as warm as the sunlight and as colorful as the tulips. You can't help
the smile that comes to your face as all the fear and stress of the Dark Wood seems to melt away. All you can
hear is the strum of strings, and all you see is the smile that spreads across Jacques' face as he plays his
father's song.<br/>
Jacques begins to walk. His steps are light—almost like he's skipping. Before you know it, you see the short cottages
of Olinvale in between rolling hills.<br/>
[[Continue...|darkwood-jacques-friend-olinvale-2]]
<</narration>><<narration>>
As you get closer to the little hamlet, Jacques stops playing. You both take in the dreariness of Olinvale.<br/>
Just as the travelers described, the town is miserable. Rain patters softly from dull grey clouds, coating the broken
cobblestone roads in slick mud. Windows of short cottage homes have been boarded up, flowerbeds are filled with
dying tulips, and the whole town appears abandoned. You might have thought no one lives there, were it not for the
scattered footprints on the road and the sounds of coughing coming from behind closed doors.<br/>
As you walk slowly down the main road and breathe in the dank air, you feel the very ground leeching your
happiness away through your boots, coloring every surface more grey with each step.
<</narration>>
<<set _olinvaleDamage = Ember.rollDie(6)>>
<<run Ember.adjustHp($pc, -_olinvaleDamage)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-jacques-friend-olinvale-3]]
<</narration>><<narration>>
You nudge Jacques' shoulder.
<</narration>>
<<player-speech>>
Why did you stop playing?
<</player-speech>>
<<narration>>
He studies the grey town around you.
<</narration>>
<<speech>>
I don't think my music is appropriate for this place.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
It made me smile. Maybe it will lift the darkness, and make them smile too?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 12 - Ember.checkBardSympathy($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwood-jacques-friend-olinvale-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwood-jacques-friend-olinvale-3-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwood-jacques-friend-olinvale-3-failure">>
<</if>><<narration>>
A dawning realization crosses his face.
<</narration>>
<<speech>>
Ah! That is what my father's song is meant to do.
<</speech>>
<<narration>>
He takes a deep breath, then begins.<br/>
The strum of the lute and the strength of his voice pierce the gloom and cover Olinvale like a comforting quilt,
draping everything in warmth. The clouds recede, and the sun shines warm and full again!<br/>
Slowly, doors begin to open. Faces appear behind boarded windows, stealing glances at the bard who walks through
their town. Even the rain eases up, turning to a gentle patter, and the flowers seem to lean closer, anxious to
hear whatever note Jacques plays next.<br/>
Between coughs and tears, you see smiles and laughter. The dark that rested here has dissipated and fled!<br/>
<<link "Continue... and gain 2 Inspiration D6">>
<<run Ember.adjustD6Inspiration($pc, 2)>>
<<run UI.update()>>
<<goto "darkwood-jacques-friend-olinvale-4-success">>
<</link>>
<</narration>><<narration>>
Jacques finishes his tune with a flourish. He stares at you, as surprised with himself as you are.
<</narration>>
<<speech>>
It worked!
<</speech>>
<<narration>>
You wrap an arm around his shoulder, giving him a light jostle.
<</narration>>
<<player-speech>>
I knew you could play it.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
You did!
<</speech>>
<<narration>>
He smiles, and a faint gleam of tears bubbles in his eyes.
<</narration>>
<<speech>>
You're different, you know.
<</speech>>
<<narration>>
You raise an eyebrow.
<</narration>>
<<player-speech>>
Different? How?
<</player-speech>>
<<narration>>
He shakes his head.
<</narration>>
<<speech>>
I don't know. I can't quite put my finger on it, but in all my travels across the Feywild, I've never met someone
quite the same.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I suppose you're different too.
<</player-speech>>
<<narration>>
You drop your arm, then sweep into a bow as dramatic as Jacques'.
<</narration>>
<<player-speech>>
I'm afraid I must be on my way, dear bard. I hope we'll meet again.
<</player-speech>>
<<narration>>
To your surprise, Jacques barrels into you with a hug that's fierce enough to nearly knock you over.
<</narration>>
<<speech>>
It was wonderful to travel with you, my friend.
<</speech>>
<<narration>>
You chuckle, returning the gesture.<br/>
At last, Jacques lets you go. The sun is getting low, and your path To Where You Need To Go awaits. You start back
over the hills, past the cottages, and when you reach the fields of tulips, you steal a glance back and find
Jacques signing his name on the arm of a very enthusiastic boy.<br/>
With the Dark Wood, Olinvale, and Jacques all behind, you continue on your journey To Where You Need To Go.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
Jacques considers this for a long moment, then tries to sing a few half-formed bars of a strange melody. It is
beautiful, but his voice is hoarse, and croaks painfully.<br/>
Eventually, Jacques stops.
<</narration>>
<<speech>>
I am sorry, my friend. I do not think I am ready to give my father's song to these people. I cannot yet sing it
with the fullness of myself. But I think I will stay here. I think these people need me, and it is nice to be
needed. I will practice, and perhaps in time I will find my voice and sing for them...
<</speech>>
<<narration>>
You are saddened by this news, but you nod your head.
<</narration>>
<<player-speech>>
As long as the choice is yours, and it comes from your true heart - not the Jacques ruled by fear of failure.
<</player-speech>>
<<narration>>
Jacques nods and smiles at this.<br/>
Even has he does, you feel the slow drain of life from your body intensify. You cannot stay here long!
<</narration>>
<<set _olinvaleDamage = Ember.rollDie(6)>>
<<run Ember.adjustHp($pc, -_olinvaleDamage)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-jacques-friend-olinvale-3-failure-2]]
<</narration>><<speech>>
You're different, you know.
<</speech>>
<<narration>>
You raise an eyebrow.
<</narration>>
<<player-speech>>
Different? How?
<</player-speech>>
<<narration>>
He shakes his head.
<</narration>>
<<speech>>
I don't know. I can't quite put my finger on it, but in all my travels across the Feywild, I've never met someone
quite the same.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I suppose you're different too.
<</player-speech>>
<<narration>>
You drop your arm, then sweep into a bow as dramatic as any Jacques ever performed.
<</narration>>
<<player-speech>>
I'm afraid I must be on my way, dear bard. I hope we'll meet again.
<</player-speech>>
<<narration>>
To your surprise, Jacques barrels into you with a hug that's fierce enough to nearly knock you over.
<</narration>>
<<speech>>
It was wonderful to travel with you, my friend.
<</speech>>
<<narration>>
You chuckle, returning the embrace.<br/>
At last, Jacques lets you go. The sky is darkening under the clouds, and your path To Where You Need To Go awaits.
You start back over the hills, past the cottages, and when you reach the fields, you steal a glance back and find
Jacques is already strumming his lute and humming to himself - practicing for the day he can sing his father's
song with his full voice and all his heart.<br/>
With the Dark Wood, Olinvale, and Jacques all behind, you continue on your journey To Where You Need To Go.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
You take a deep breath, prepared to give Jacques the bad news.
<</narration>>
<<player-speech>>
I'm sorry.
<</player-speech>>
<<narration>>
You point to the opposite sign.
<</narration>>
<<player-speech>>
I'm afraid I'm needed elsewhere.
<</player-speech>>
<<narration>>
Jacques straightens, and though he tries to hide it, you see the disappointment on his face.
<</narration>>
<<speech>>
I understand.
<</speech>>
<<narration>>
You place a hand on his shoulder, giving him a small shake.
<</narration>>
<<player-speech>>
I'm certain we will meet again, Jacques. Keep practicing?
<</player-speech>>
<<narration>>
He puffs his chest a bit and gives you a firm nod.
<</narration>>
<<speech>>
I will. I promise.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Good.
<</player-speech>>
<<narration>>
You turn down the road To Where You Need To Go, offering Jacques a friendly wave.
<</narration>>
<<player-speech>>
I enjoyed our travels. Good luck in Olinvale.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Good luck on your journey, my friend.
<</speech>>
<<narration>>
He bows one final time, then starts off alone down the path to Olinvale.<br/>
Your heart tugs at you. He was a lonely soul, and he wasn't horrible company, but your wounds of the past few days
have not yet healed, and it would have been unwise to risk a journey to a cursed hamlet, just for a foolish bard.
Hard as it is to acknowledge, you have your own more pressing concerns.<br/>
[[Continue...|darkwood-jacques-friend-leave-to-fett-2]]
<</narration>><<narration>>
The path To //Where You Need To Go// is shaded by oak Trees, not nearly as eerie as the Dark Wood had been, but still
and solemn enough that you walk as quietly and carefully as you're able. Which is why, when you hear the sound of
someone following you, you startle as you turn.<br/>
At first, you think it might be Jacques, but your suspicion is quickly brushed aside when you recognize the
figure. The fool has once again found you.<br/>
He says,
<</narration>>
<<speech>>
What a strange fool of a friend you found. Do you believe he will ever be able to play that lute of his?
<</speech>>
<<player-speech>>
[[Actually, yes, I do...|darkwood-to-fett-yes-play-lute]] -or-
[[I doubt it...|darkwood-to-fett-no-play-lute]]
<</player-speech>><<player-speech>>
I do. He just needs time, and he needs to be ruled less by fear.
<</player-speech>>
<<narration>>
The Fool nods slowly, contemplating this.
<</narration>>
<<speech>>
Perhaps you are right. Fear makes a fool of every rabbit. I will bend your ear to a secret - no kindness is wasted
in the Feywild. And speaking of a wasting, I am thieving your time. Onwards, kindly fool! I am sure we will meet
ere long!
<</speech>>
<<narration>>
He points down the road.<br/>
You look back toward Where You Need To Go, seeing nothing but a lonely road ahead. When you turn back around, the
Fool is gone.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
You shake your head.
<</narration>>
<<player-speech>>
No, I don't think so. His arrogance and inability to trust others is going to keep him from becoming the musician
he thinks he is. He is full of fear, and that is a strong poison.
<</player-speech>>
<<narration>>
The Fool nods.
<</narration>>
<<speech>>
He's a dreamer, and nothing more. Strong poisons have bitter antidotes. Have a care, fool...
<</speech>>
<<narration>>
You look back toward Where You Need To Go, seeing nothing but a lonely road ahead. When you turn back around, The
Fool is gone.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
The twisting path of the Dark Wood seems to grow brighter by slow degrees as you follow it. At your side, Jacques
cradles his lute in his arms as if afraid it might jump from his grasp. The wood of the lute's bowl looks
brilliantly shiny, and Jacques occasionally brushes his feathers across it as he studies it. There is certainly
something special about it.<br/>
As Jacques silently studies his lute, you notice more light just ahead. At first you worry it might be another
skull out to catch you and Jacques, but the more you look, the more you realize it's nothing to fear. Ahead, the
forest opens up, and you can see two paths branching out from it.<br/>
Finally! You hurry toward the light, and find a field full of lilies and tulips stretching out ahead of you. The
sun is warm on your skin and bright enough that you need to blink as it meets your eyes. Before you, there is a
signpost made of pale wood, with wooden markers pointing down each branch.<br/>
The first directs you right, marked with the familiar town name of 'Olinvale.'<br/>
The second points left, and the text on this sign is decidedly odd: 'To Where You Need To Go'.
<</narration>>
<div id="darkwood-after-combat-jacques-uncertain-fade-in">
<<link "Continue...">>
<<replace "#darkwood-after-combat-jacques-uncertain-fade-in" transition>>
<<include "darkwood-after-combat-jacques-uncertain-2">>
<</replace>>
<</link>>
</div><<narration>>
Jacques comes to a stop at your side. He too blinks against the sunlight and ruffles his feathers at the sun's
warmth.<br/>
You glance at him.
<</narration>>
<<player-speech>>
Are you still headed to Olinvale?
<</player-speech>>
<<narration>>
Jacques nods.
<</narration>>
<<speech>>
I confess, I do not really understand my lute, but I am hopeful that I might soon - I think there are answers for
me in Olinvale.
<</speech>>
<<narration>>
He looks up at you, and when he speaks his words are a genuine plea.
<</narration>>
<<speech>>
Will you join me?
<</speech>>
<<narration>>
You press your lips thin, unsure of how to respond.
<</narration>>
<<player-speech>>
Why?
<</player-speech>>
<<narration>>
Jacques smiles sheepishly.
<</narration>>
<<speech>>
Truthfully, it was not you who needed a guide, but me.
<</speech>>
<<narration>>
He sweeps into a dramatic bow.
<</narration>>
<<speech>>
I would be honored if you would accompany me, and witness my grand restoration! Walk with me to Olinvale?
<</speech>>
<<narration>>
You look at the long, straight road that leads to the town. The warnings of the travelling troupe from days
before echo in your mind: some curse or disease besets Olinvale. You may well suffer more injury there than you
already have from the Flameskull. And it looks to be far out of your way.<br/>
Then you turn and see the twisting road that is supposedly where you need to go...<br/>
There is a cost to following each road, perhaps a great cost indeed.
<</narration>>
<<prompt>>
Which will you choose?<br/>
[[Accompany Jacques to Orinvale|darkwood-uncertain-to-orinvale]] -or-<br/>
[[Leave Jacques and continue on to the Sybaris Fete|darkwood-uncertain-to-fete]]
<</prompt>><<player-speech>>
Alright, I'll go with you. But I'm worried, Jacques. My wounds haven't healed from the fight with the Flameskull.
This had better be quick.
<</player-speech>>
<<narration>>
Jacques straightens, a bright grin on his face.
<</narration>>
<<speech>>
Ah! I knew you would! Worry not, my friend! We will be there before you can blink!
<</speech>>
<<narration>>
He takes your arm in his and begins to strut down the road.<br/>
You laugh in spite of your worries, and match his pace.
<</narration>>
<<player-speech>>
Jacques? Can you play for me now?
<</player-speech>>
<<narration>>
After a moment of thought, Jacques nods.
<</narration>>
<<speech>>
I can try.
<</speech>>
<<narration>>
He releases your arm and lifts his lute, preparing to play.
<</narration>>
<<speech>>
If it's terrible, don't be mad.
<</speech>>
<<narration>>
You give him a nod and motion to the field of flowers around you.
<</narration>>
<<player-speech>>
I won't be mad, but you need to be brave enough to risk failing in front of others, no matter their response.
<</player-speech>>
<<narration>>
Jacques' wing hovers over the strings nervously, then he plays.<br/>
The music isn't perfect, but you can see hints of the beautiful origins. And when it is done, you're surprised to
realize you wished it had gone on longer. It lingers in the air, warm as the sunlight and colorful as the tulips.
You see a smile that spreads across Jacques' face as he plays his father's song, and you can't help but mirror
it. Perhaps there is hope for this foolish bard after all...<br/>
Jacques walks as he plays, and adds a croaking voice over top of the strumming of his lute. His brow furrows as
he focuses on the song, and he plays it over and over, better each time—and before you know it, you see in the
distance between rolling hills, the short cottages of the town of Olinvale.<br/>
[[Continue...|darkwood-uncertain-to-orinvale-2]]
<</narration>><<narration>>
As you get closer to the little hamlet, Jacques stops playing. You both take in the dreariness of Olinvale.<br/>
Just as the travelers described, the town is miserable. Rain patters softly from dull grey clouds, coating the
broken cobblestone roads in slick mud. Windows of short cottage homes have been boarded up, flowerbeds are filled
with dying tulips, and the whole town appears abandoned. You might have thought no one lives there, were it not
for the scattered footprints on the road and the sounds of coughing coming from behind closed doors.<br/>
As you walk slowly down the main road and breathe in the dank air, you feel the very ground leeching your
happiness away through your boots, coloring every surface more grey with each step.
<</narration>>
<<set _olinvaleDamage = Ember.rollDie(6)>>
<<run Ember.adjustHp($pc, -_olinvaleDamage)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-uncertain-to-orinvale-3]]
<</narration>><<narration>>
You nudge Jacques' shoulder.
<</narration>>
<<player-speech>>
Why did you stop playing?
<</player-speech>>
<<narration>>
He studies the grey town around you.
<</narration>>
<<speech>>
I don't think my music is appropriate for this place.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
It made me smile. Maybe it will lift the darkness, and make them smile too?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15 - Ember.checkBardSympathy($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwood-uncertain-to-orinvale-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwood-uncertain-to-orinvale-3-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwood-uncertain-to-orinvale-3-failure">>
<</if>><<narration>>
A dawning realization crosses his face.
<</narration>>
<<speech>>
Ah! That is what my father's song is meant to do.
<</speech>>
<<narration>>
He takes a deep breath, then begins.<br/>
The strum of the lute and the strength of his voice pierce the gloom and cover Olinvale like a comforting quilt,
draping everything in warmth. The clouds recede, and the sun shines warm and full again!<br/>
Slowly, doors begin to open. Faces appear behind boarded windows, stealing glances at the bard who walks through
their town. Even the rain eases up, turning to a gentle patter, and the flowers seem to lean closer, anxious to
hear whatever note Jacques plays next.<br/>
Between coughs and tears, you see smiles and laughter. The dark that rested here has dissipated and fled!<br/>
<<link "Continue... and gain 2 Inspiration D6">>
<<run Ember.adjustD6Inspiration($pc, 2)>>
<<run UI.update()>>
<<goto "darkwood-uncertain-to-orinvale-3-success-2">>
<</link>>
<</narration>><<narration>>
Jacques finishes his tune with a flourish. He stares at you, as surprised with himself as you are.
<</narration>>
<<speech>>
It worked!
<</speech>>
<<narration>>
You wrap an arm around his shoulder, giving him a light jostle.
<</narration>>
<<player-speech>>
I knew you could play it.
<</player-speech>>
<<narration>>
He smiles, and a faint gleam of tears bubbles in his eyes.
<</narration>>
<<speech>>
You did! You're different, you know.
<</speech>>
<<narration>>
You raise an eyebrow.
<</narration>>
<<player-speech>>
Different? How?
<</player-speech>>
<<narration>>
He shakes his head.
<</narration>>
<<speech>>
I don't know. I can't quite put my finger on it, but in all my travels across the Feywild, I've never met someone
quite the same.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I suppose you're different too.
<</player-speech>>
<<narration>>
You drop your arm, then sweep into a bow as dramatic as Jacques'.
<</narration>>
<<player-speech>>
I'm afraid I must be on my way, dear bard. I hope we'll meet again.
<</player-speech>>
<<narration>>
Jacques smiled.
<</narration>>
<<speech>>
It was good to travel with you, my friend.
<</speech>>
<<narration>>
The sun is getting low, and your path To Where You Need To Go awaits. You start back over the hills, past the
cottages, and when you reach the fields of tulips, you steal a glance back and find Jacques signing his name on
the arm of a very enthusiastic boy.<br/>
With the Dark Wood, Olinvale, and Jacques all behind, you continue on your journey To Where You Need To Go.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
Jacques considers this for a long moment, then tries to sing a few half-formed bars of a strange melody. It is
beautiful, but his voice is hoarse, and croaks painfully.<br/>
Eventually, Jacques stops.
<</narration>>
<<speech>>
I am sorry, my friend. I do not think I am yet ready to give my father's song to these people. I cannot yet sing it
with the fullness of myself. But I think I will stay here. I think these people need me, and it is nice to be
needed. I will practice, and perhaps in time I will find my voice and sing for them...
<</speech>>
<<narration>>
You are saddened by this news, but you nod your head
<</narration>>
<<player-speech>>
As long as the choice is yours, and it comes from your true heart - not the Jacques ruled by fear of failure.
<</player-speech>>
<<narration>>
Jacques nods and smiles at this.<br/>
Even has he does, you feel the slow drain of life from your body intensify. You cannot stay here long!
<</narration>>
<<set _olinvaleDamage = Ember.rollDie(6)>>
<<run Ember.adjustHp($pc, -_olinvaleDamage)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-uncertain-to-orinvale-3-failure-2]]
<</narration>><<speech>>
You're different, you know.
<</speech>>
<<narration>>
You raise an eyebrow.
<</narration>>
<<player-speech>>
Different? How?
<</player-speech>>
<<narration>>
He shakes his head.
<</narration>>
<<speech>>
I don't know. I can't quite put my finger on it, but in all my travels across the Feywild, I've never met someone
quite the same.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I suppose you're different too.
<</player-speech>>
<<narration>>
You look back, seeing your path To Where You Need to Go.
<</narration>>
<<player-speech>>
I'm afraid I must be on my way. Good Luck, Jacques de la Coeur.
<</player-speech>>
<<narration>>
Jacques smiles.
<</narration>>
<<speech>>
It was good to travel with you, my friend.
<</speech>>
<<narration>>
At last, Jacques lets you go. The sky is darkening under the clouds, and your path To Where You Need To Go awaits.
You start back over the hills, past the cottages, and when you reach the fields, you steal a glance back and find
Jacques is already strumming his lute and humming to himself - practicing for the day he can sing his father's
song with his full voice and all his heart.<br/>
With the Dark Wood, Olinvale, and Jacques all behind, you continue on your journey To Where You Need To Go.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
You take a deep breath, prepared to give Jacques the bad news.<br/>
You point to the opposite sign.
<</narration>>
<<player-speech>>
I'm sorry, I'm afraid I'm needed elsewhere.
<</player-speech>>
<<narration>>
Jacques straightens, and though he tries to hide it, you see the disappointment on his face.
<</narration>>
<<speech>>
I understand.
<</speech>>
<<narration>>
You place a hand on his shoulder, giving him a small shake.
<</narration>>
<<player-speech>>
I'm certain we will meet again, Jacques. Keep practicing?
<</player-speech>>
<<narration>>
He puffs his chest a bit and gives you a firm nod.
<</narration>>
<<speech>>
I will. I promise.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Good.
<</player-speech>>
<<narration>>
You turn down the road To Where You Need To Go, offering Jacques a friendly wave.
<</narration>>
<<player-speech>>
Good luck in Olinvale.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Good luck on your journey, my friend.
<</speech>>
<<narration>>
He bows one final time, then starts off alone down the path to Olinvale.<br/>
You watch as he walks away, occasionally glancing back at you. He seems uncertain even now.<br/>
You turn down the path before you. You have no more time to give to helping him master his fears. Your wounds of
the past few days have not yet healed, and it would have been unwise to risk a journey to a cursed hamlet, just
for a foolish bard. Hard as it is to acknowledge, you have your own more pressing concerns.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
The Dark Wood seems never ending. You're growing anxious—desperate for sunlight and safety. Every shadow makes you
jump. Every sound fills you with worry that another creature has to attack you.<br/>
Jacques trails behind you. He cradles his lute and brushes leaves from his feathers. You could swear that the lute
looks duller and more rude and coarse by the moment.<br/>
He mutters under his breath.
<</narration>>
<<speech>>
I should have never traveled with you. You are a terrible companion.
<</speech>>
<<narration>>
You laugh bitterly at the remark.
<</narration>>
<<player-speech>>
Me? You almost got us killed! You and your broken lute!
<</player-speech>>
<<narration>>He snaps<</narration>>
<<speech>>
I'm getting it fixed, which you are meant to be helping me do!
<</speech>>
<<narration>>
His lute is not your problem, nor is it your responsibility to help him fix. He chose to travel with you-you do
not owe him your help. He's prideful and entitled, and you will be much better off without him following you.<br/>
At last, the twisting forest seems to grow brighter. At first you worry it might be another skull out to catch you,
but the more you look, the more you realize it's nothing of the sort. Instead, the forest opens up, and you can
see two paths branching out from it.<br/>
Finally! You hurry toward the light, and find a field full of lilies and tulips stretching out ahead of you. The
sun is warm on your skin and bright enough that you need to blink as it meets your eyes. Before you, there is a
signpost made of pale wood, with wooden markers pointing down each branch.<br/>
The first directs you right, marked with the familiar town name of 'Olinvale.'<br/>
The second points left, and the text on this sign is decidedly odd:<br/>
'To Where You Need To Go'.
<</narration>>
<div id="darkwood-after-combat-jacques-reject-fade-in">
<<link "Continue...">>
<<replace "#darkwood-after-combat-jacques-reject-fade-in" transition>>
<<include "darkwood-after-combat-jacques-reject-2">>
<</replace>>
<</link>>
</div><<narration>>
Jacques gives you a rough shove, urging you toward Olinvale.
<</narration>>
<<speech>>
Let's go, we don't have all day.
<</speech>>
<<narration>>
You stop, nearly causing him to trip over you.
<</narration>>
<<player-speech>>
What are you thinking, Jacques? I'm not going with you.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Of course you are. You are supposed to accompany me to Olinvale.
<</speech>>
<<narration>>You point to the signs.<</narration>>
<<player-speech>>
No. I'm supposed to go that way.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
And leave me to risk the curse over Olinvale alone? You would leave me alone? What a horrible person you are!
<</speech>>
<<narration>>
You bristle at that and turn your back on him to look at the long, straight road that leads to the town. The
warnings of the travelling troupe from days before echo in your mind: some curse or disease besets Olinvale. You
may well suffer more injury there than you already have from the Flameskull. And it looks to be far out of your
way.<br/>
Then you turn and see the twisting road that is supposedly where you need to go. Walking it means abandoning
Jacques, who, while an unpleasant companion, could obviously use your help.<br/>
<</narration>>
<<prompt>>
Which will you choose?<br/>
[[Accompany Jacques to Olinvale|darkwood-jacques-reject-to-olinvale]] -or-<br/>
[[Leave Jacques and continue on to the Sybaris Fete|darkwood-jacques-reject-to-fete]]
<</prompt>><<narration>>
If he plays his lute again, he may cause even more harm to the people of this poor town. You can't help Jacques,
but you can help them.
<</narration>>
<<player-speech>>
Fine,
<</player-speech>>
<<narration>>
you say. Your shoulder bumps his as you start down the path to Olinvale.
<</narration>>
<<player-speech>>
But, don't you dare play that lute again.
<</player-speech>>
<<narration>>
Jacques shakes his head angrily before you can finish.
<</narration>>
<<speech>>
It's broken. I won't be playing it anytime soon.
<</speech>>
<<narration>>
You don't respond to this, but turn your steps towards Olinvale.<br/>
Several moody and silent hours of walking later, you see in the distance between rolling hills the short cottages
of the town of Olinvale.<br/>
[[Continue...|darkwood-jacques-reject-to-olinvale-2]]
<</narration>><<narration>>
As you approach, you can see the village is just as the travelers described, if not worse. The town is miserable.
Rain patters softly from dull grey clouds, coating the broken cobblestone roads in slick mud. Windows of short
cottage homes have been boarded up, flowerbeds are filled with dying tulips, and the whole town appears abandoned.
You might have thought no one lives there, were it not for the scattered footprints on the road and the sounds of
coughing coming from behind closed doors.<br/>
As you walk slowly down the main road and breathe in the dank air, you feel the very ground leeching your
happiness away through your boots, coloring every surface more grey with each step.
<</narration>>
<<set _olinvaleDamage = Ember.rollDie(6)>>
<<run Ember.adjustHp($pc, -_olinvaleDamage)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-jacques-reject-to-olinvale-3]]
<</narration>><<narration>>
You feel…wrong. You feel tired and dreary, like your mind is in a fog. The rain makes you shiver, and for the
first time, you almost miss the Darkwood. As dangerous as it was, it wasn't quite this sad.<br/>
You turn to Jacques, who looks just as miserable as you feel.
<</narration>>
<<player-speech>>
Can I go now?
<</player-speech>>
<<narration>>
He's quiet for a moment, looking around at the empty town.
<</narration>>
<<speech>>
I think…I could help them. If I can fix my lute–
<</speech>>
<<narration>><</narration>>
<<player-speech>>
No, Jacques.
<</player-speech>>
<<narration>>
You cut him off before he can finish.
<</narration>>
<<player-speech>>
No lute. Not here. These people have suffered enough. Can't you tell? Get it fixed, then practice somewhere else,
where your music won't hurt anybody.
<</player-speech>>
<<narration>>
Jacques shrinks as if he's been struck. Then he seems to inflate in defiance
<</narration>>
<<speech>>
You are a fool, and have no appreciation for greatness! I am Jacques de la Coeur, and I am the greatest the
Feywild has ever seen! Come villagers! Let me tell you of the greatness of Jacques!
<</speech>>
<<narration>>
And with that, he turns away from you and begins shouting meaninglessly about himself at the sad and hopeless
villagers of Olindale.<br/>
You turn your back on Jacques and Olinvale, and trudge back to the signpost that marked the path To Where You Need
To Go...<br/>
[[Continue...|darkwood-jacques-reject-final-onward]]
<</narration>><<narration>>
You tell him firmly.
<</narration>>
<<player-speech>>
I'm not going with you. That lute is your problem, not mine.
<</player-speech>>
<<narration>>
Jacques's gaze narrows.
<</narration>>
<<speech>>
It's not a problem, it's just broken.
<</speech>>
<<narration>>
You shake your head incredulously
<</narration>>
<<player-speech>>
Jacques, No! It's not the lute. It's NEVER been the lute. You're broken.
<</player-speech>>
<<narration>>Jacques retorts<</narration>>
<<speech>>
And you are the meanest traveler I've ever met! I am better off without you! Leave the great Jacques de la Coeur
- I have no need of you anymore!
<</speech>>
<<narration>>
You roll your eyes and give an aggravated huff. It's not worth arguing with him–he's got a thick skull and an ego
bigger than the sun.
<</narration>>
<<player-speech>>
Good bye, Jacques.
<</player-speech>>
<<narration>>
And with that you turn your back, headed toward Where You Need to Go.
<</narration>>
<<speech>>
Whatever it is you're trying to do, I hope you fail!
<</speech>>
<<narration>>
He shouts after you.
<</narration>>
<<speech>>
I hope the Feywild eats you alive!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I said good bye!
<</player-speech>>
<<narration>>
You quicken your pace, anxious to be away from him. You glance back only once, and see him pacing anxiously back
and forth, a sad picture of fear in an uncaring world.<br/>
[[Continue...|darkwood-jacques-reject-final-onward]]
<</narration>><<narration>>
The path //To Where You Need To Go// is shaded by oak trees, not nearly as eerie as the Dark Wood had been, but still
and solemn enough that you walk as quietyl and carefully as you're able. Which is why, when you hear the sound of
someone following you, you startle as you turn.<br/>
At first, you think it might be Jacques, but your suspicion is quickly brushed aside when you recognize the
figure. The fool has once again found you.
<</narration>>
<<speech>>
Poor foolish bard
<</speech>>
<<narration>>
He says, a bit wistfully.
<</narration>>
<<speech>>
So many stages he could yet disgrace, and songs he could squawk...
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I hope not.
<</player-speech>>
<<narration>>
You never want to hear that terrible sound again.<br/>
The Fool shakes his head.
<</narration>>
<<speech>>
He's a dreamer, and nothing more. But there is a caution in his tale. You will meet many-a-fool who will demand
your time, and you have only so many hours in a Fae-day...
<</speech>>
<<narration>>
You look back toward Where You Need To Go, seeing nothing but lonely roads ahead.<br/>
When you turn back to The Fool, he's gone.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
It's been an un-counted amount of days since your arrival in the Feywild. Time is more fluid here, and it is near impossible to
count the passing of hours. Strange things have become common enough that they no longer earn more than a passing look
or a simple muttering comment to yourself. The trees occasionally whisper, and rivers sometimes flow uphill.<br/>
Now the air tastes of morning rain, crushed flowers, and fresh-cut wintergreen. The woods around you feel like the ones
you know from home, but the moment you actually look around, you realize they're utterly alien. The branches bow inward
in ways that seem unnatural. Moss gleams in shades of green that are too vivid. Light filters down in prismatic ribbons
of green, gold, red, and blue, as if the sky cannot decide which season it wants or is meant to be.
<</narration>>
<div id="tollman-intro-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#tollman-intro-fade-in" transition>>
<<include "tollman-intro-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
Even by the standards of this impossible realm, the bridge before you is wrong. The ground underneath you, the tree
line, even a slight crisp fall breeze, was all a familiar strange before the shift. There wasn't even a rumble of thunder,
nothing dramatic that a skald could sing about. The world around you shifts the way someone's
sentence would when just one word is replaced, the way a room changes when someone comes into it behind you.<br/>
The bridge is simple and elegant: made of intertwined branches, logs, and pale stones that arch over a ravine. It is
by all appearances ancient. When you walk closer to the edge and look down, below you the ravine is full of thick, unmoving
mist is curling, waiting, and somehow listening…<br/>
The bridge's surfaces are carved with flowing, curved symbols and sigils that initially flicker softly when you give
them your attention, like a flower turning its bloom toward the light. Eventually the spellwork appears inert, but
you would swear they glow faintly when you're not looking, as if they're coyly taunting you.<br/>
You are almost entirely certain that the bridge is actually there, and not an illusion. But so much of this world is
strange that your worries about reality nag at you.<br/>
[[Continue...|tollman-intro-3]]
<</narration>><<narration>>
Your instincts scream at you to turn back, but you shake your head and gather your wits. Your hand drifts
towards the <<print Ember.getItem($pc.weapon).name>> at your belt as you prepare to step towards the bridge. Even as you do, you hear laughter rising
from beneath the bridge. Not merry or kind laughter, but a sinister, guttural, condescending chuckle. The sort of
laughter that makes it feel like someone else knows a punchline you do not.<br/>
You warily inspect the bridge from a distance.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tollman-intro-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "tollman-intro-3-success">>
<<elseif _totalResult lt _dc>>
<<goto "tollman-intro-3-failure">>
<</if>><<narration>>
Below, you notice the mist below isn't shapeless. Faces half-form in it and just as quickly dissolve. Thin fingers curl
around the underside of the bridge but never quite touch the stone. Something underneath the bridge is paying attention
to you...<br/>
[[Continue...|tollman-enter-the-tollman]]
<</narration>><<narration>>
Your mind is playing tricks on you. The ravine is nothing more than a misty ravine. And the unsettling deep in your gut
is just nerves. The Feywild always has you on edge - you're just reacting to your mind's inability to understand
anything here.<br/>
[[Continue...|tollman-enter-the-tollman]]
<</narration>><<narration>>
You blink and suddenly at the halfway point of the bridge is a figure, neither man nor woman. Frost clings to one
shoulder of their long, fashionable coat, while petals of a later spring or blooming summer flower are interwoven
and tangled on the opposite side. One boot is laced with a sterling-silver-colored string, and the other is tied
with green vines.<br/>
The figure sits on the narrow rail of the bridge with an impossibly balanced ease, as if gravity were some vulgar
custom meant for lesser beings. They smile sardonically smile and clap slowly when they catch your gaze.
<</narration>>
<<speech>>
Well done, I say.
<</speech>>
<<narration>>
Their voice is a slow, deliberate drawl.
<</narration>>
<<speech>>
Well done. Most travel at least another hour before noticing they're hopelessly lost.
<</speech>>
<<narration>>
The smile that spreads across that face is bright enough to appear charming and sharp enough to feel like a
threat.<br/>
[[Continue...|tollman-enter-the-tollman-2]]
<</narration>><<speech>>
You've trespassed where you don't belong.
<</speech>>
<<narration>>
They continue, taking a step forward and running their hand along the stone railing of the bridge.
<</narration>>
<<speech>>
Or perhaps, just perhaps, you are right where you're supposed to be. Here in the Feywild, the difference is mostly a
matter of interpretation.
<</speech>>
<<narration>>
As they stare at you, you realize they're not looking at you, but through you. It's as if they are reading a line
written underneath your skin. Their grin widens.
<</narration>>
<<speech>>
Oh, you are deliciously uncertain...
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Who are you?
<</player-speech>>
<div id="tollman-enter-the-tollman-2-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#tollman-enter-the-tollman-2-fade-in" transition>>
<<include "tollman-enter-the-tollman-3">>
<</replace>>
<</link>>
<</narration>>
</div><<speech>>
You may call me whatever you like, if names trouble you. Most names are like hooks here and stick to you. I am most
often called a tollman.
<</speech>>
<<narration>>
They reply, and they sweep into a theatrical, mocking bow.
<</narration>>
<<speech>>
I am perhaps the only honest creature you are likely to meet today. I demand a fee of answers for passage through my
lands, and you will provide them...
<</speech>>
<<narration>>
[[Continue...|tollman-answers-day-2]]
<</narration>><<speech>>
You crossed a line not so long ago.
<</speech>>
<<narration>>
The Tollman continues, watching your face carefully.
<</narration>>
<<speech>>
Or perhaps a line crossed you. Either way, you are bound now.
<</speech>>
<<narration>>
As they speak, they tap their heel along the bridge with one shoe, and sigils and runes begin to glow faintly,
then fade.
<</narration>>
<<speech>>
And so here you are to pay my toll. I have two choices. The cost of passage is two answers. The first is before you.
Come $pc.name, will you join me on the bridge?
<</speech>>
<<thought>>
Wait. How does this creature know your name?
<</thought>>
<<prompt>>
How will you respond?<br/>
[[Trust your instincts and step onto the bridge|tollman-bridge-trust]] -or-<br/>
[[Question the Tollman before you cross|tollman-bridge-question]] -or-<br/>
[[Inspect the bridge thoroughly before considering the invitation|tollman-bridge-inspect]]
<</prompt>><<narration>>
You find yourself standing where the three roads meet and converge into one path again. It feels impossible at the moment that
things feel normal so quickly after everything that has just happened. But perhaps that is the nature of the
Feywild itself.<br/>
Standing in the center of the path ahead, the Tollman is flicking a silver coin through their fingers. The large
medallion-sized coin changes faces with every flip between their fingers. Ice. Flower. Ice. A black line, and finally
a flower again.<br/>
They question,
<</narration>>
<<speech>>
Well? The toll is paid. Did you enjoy yourself?
<</speech>>
<<narration>>
The memories of the paths you have walked run through your mind in a confusing morass. Before you can answer, the
Tollman continues.
<</narration>>
<<speech>>
You think this place chose you by accident.
<</speech>>
<<narration>>
The Tollman calls out.
<</narration>>
<<speech>>
Mortals always do. It is comforting to believe chaos has no preferences.
<</speech>>
<<narration>>
They take one step closer.
<</narration>>
<<speech>>
You were not merely lost. You were noticed.
<</speech>>
<<narration>>
The trees on the path ahead seem to lean in.
<</narration>>
<<speech>>
The lines between the seasons are beginning to splinter and blur. Not breaking. Not openly yet. But threads are
loosening. Oaths are beginning to shift. Doors between worlds are appearing where no doors were yesterday.
<</speech>>
<<narration>>
They glance toward you, and for a breath, the humor falls away from their face.
<</narration>>
<<speech>>
When you came into our realm, something answered.
<</speech>>
<<narration>>
Then, their coin vanishes from their hand.
<</narration>>
<<speech>>
You are bound to us now. You are a question the Fey itself must answer.<br/>
And questions, especially the right ones, are far more dangerous than one could ever know.
<</speech>>
<<narration>>
You look away for only a moment, and when you look again, the Tollman is gone. Ahead of you is a new road, a new choice.
And somewhere far beyond the planes of existence, some great hidden tension hums as though your footsteps have
become part of its music...<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
You ignore the Tollman's theatrics and crouch near the base of the bridge itself to inspect it further.
<</narration>>
<<speech>>
Suspicion, very healthy in moderation. Unfashionable in excess.
<</speech>>
<<narration>>
You study the stone supports, the roots that seem to clutch them in place, and the silver fog pooling below. You
notice that hairline fractures of age run through entire sections of the stone and are filled with a glittering
frost in one part, and amber sap in another. It reminds you of artists back in your realm who would take broken
pots, mend them, and fill the cracks and fissures with gold.
<</narration>>
<<prompt>>
What would you like to inspect?<br/>
[[Inspect the magical elements of the bridge|tollman-bridge-inspect-magic]]<br/>
[[Inspect the appearance and construction of the bridge|tollman-bridge-inspect-construction]]
<</prompt>><<narration>>
You attune your eyes as best you can to the magical aura of the bridge, and detect a strong hint of it beneath
the bridge's arch.<br/>
By leaning precariously over the edge, you can just see the source: hidden in the silver mist hangs a pale strand
of light. It is drawn taut across the ravine like a string on a lute.<br/>
Every time you look directly at it, it vanishes only to return at the edge of your sight. The ends look to be just
within reach, so you reach downward and feel for the taut string. You feel the end, and your mind is set afire…
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intelligence">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tollman-bridge-inspect-magic-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "tollman-bridge-inspect-magic-success">>
<<elseif _totalResult lt _dc>>
<<goto "tollman-bridge-inspect-magic-failure">>
<</if>><<narration>>
An avalanche of images cascade in a jumble through your mind! By and by you piece them together - they tell a
story of the ancient making of this bridge. Contrary to its appearance, it was not built with magic. It was
bargained into existence between two titanic opposites. Piece by piece. Section by section. The pale strand
beneath it is the agreement, stretched tight enough that one broken promise could unravel the whole crossing.
The border between the powers of magic is unstable here.<br/>
The Tollman drops lightly beside you, no longer smirking quite so broadly
<</narration>>
<<speech>>
You were not supposed to notice that yet.
<</speech>>
<<narration>>
You question,
<</narration>>
<<player-speech>>
Yet?
<</player-speech>>
<<narration>>
They wince theatrically; you're unable to tell if it's directed at you, though.
<</narration>>
<<speech>>
There I go again, spoiling the surprise. So be it - Come, cautious one. It is quite safe.
<</speech>>
<<narration>>
As you walk across the bridge side by side with the Tollman, they recite to you in a singsong voice,
<</narration>>
<<speech>>
For the guardians, a calling awaits. For the gardeners, a great revel awaits. And for the curious, well. The
curious tend to find the cracks in the world.
<</speech>>
<<narration>>
[[Continue...|tollman-bridge-inspect-crossed]]
<</narration>><<narration>>
Your mind is not made to withstand such attacks. An avalanche of images cascade in a meaningless jumble through
your mind, then fade leaving nothing but a headache. The strand flickers and disappears - you can neither see
nor feel it anymore, but you also feel your weight shift suddenly! You flail and grasp for the bridge behind you,
but the tipping point has passed, and you plunge into the fog below, which embraces you in darkness.<br/>
Then you feel a jerk and a jolt as your fall is arrested. The Tollman holds a bright gold thread in their hand,
and is reeling you in like a fish.<br/>
They say
<</narration>>
<<speech>>
Mind the fall, mortal. It's too soon to be losing your head…
<</speech>>
<<narration>>
And with a flick of their wrist you land on the far ledge, across the bridge. The gold thread dissipates the
moment you are safe on land.<br/>
[[Continue...|tollman-bridge-inspect-crossed]]
<</narration>><<narration>>
You inspect the bridge more extensively, ignoring the amused looks from the Tollman.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Investigation">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tollman-bridge-inspect-construction-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "tollman-bridge-inspect-construction-success">>
<<elseif _totalResult lt _dc>>
<<goto "tollman-bridge-inspect-construction-failure">>
<</if>><<narration>>
Among all the other curiosities about the bridge, you see that you are not the only being to come to this bridge
recently. There are subtle markings in the dust, and in the dirt of the near side of the bridge. You also lean
over and see a rune carved at the base of the bridge that contains a duality: a snowflake and a blooming rose are
split by a gold seam that shifts and ebbs as if alive. The magic of this rune must be unstable…<br/>
The Tollman drops lightly beside you, no longer smirking quite so broadly
<</narration>>
<<speech>>
You were not supposed to notice that yet.
<</speech>>
<<narration>>
You question,
<</narration>>
<<player-speech>>
Yet?
<</player-speech>>
<<narration>>
They wince theatrically; you're unable to tell if it's directed at you, though
<</narration>>
<<speech>>
There I go again, spoiling the surprise…<br/>
So be it - a hint would not harm you: For the guardians, a court awaits
<</speech>>
<<narration>>
The Tollman exclaims
<</narration>>
<<speech>>
For the gardeners, a great revel awaits. And for the curious. Well, the curious tend to find the cracks in the
world.
<</speech>>
<<narration>><br/>
[[Continue...|tollman-bridge-inspect-crossed]]
<</narration>><<narration>>
You end up confirming exactly what you already assumed about this place. It is an ancient and mysterious site
touched by any number of incomprehensible magics. The more you spend studying it, the less certain you are that
ordinary logic was applied into the construction or enchantment of this bridge.<br/>
As you lean over to look as far beneath the bridge as you can, you suddenly feel your weight shift! You flail
and grasp for the bridge behind you, but the tipping point has passed, and you plunge into the fog below, which
embraces you in darkness.<br/>
Then you feel a jerk and a jolt as your fall is arrested. The Tollman holds a bright gold thread in their hand,
and is reeling you in like a fish.
<</narration>>
<<speech>>
Mind the fall, mortal. It's too soon to be losing your head…
<</speech>>
<<narration>>
They say.<br/>
And with a flick of their wrist you land on the far ledge, across the bridge. The gold thread dissipates the moment
you are safe on land.<br/>
[[Continue...|tollman-bridge-inspect-crossed]]
<</narration>><<narration>>
You come to a grove immediately on the far side of the bridge, from which three paths diverge:<br/>
To your left, the Frost Path stands beneath silver birch trees coated in white frost. Nothing moves there. Nothing
appears to have moved for a very long time.<br/>
To your right, the Bloom Trail twists through wildflowers and vibrant vines. Lantern light hangs from branches
where no hands could have placed it, while distant music and the smell of a feast drift through the warm air.<br/>
Straight ahead, the Hollow Road disappears beneath black-barked trees. There is no music. No color. No invitation
beyond the uneasy feeling that it has been waiting for you.<br/>
[[Continue...|tollman-bridge-inspect-crossed-2]]
<</narration>><<narration>>
The Tollman watches from beside you, their smile thinning as they look from you to the paths ahead.
<</narration>>
<<speech>>
Winter preserves.
<</speech>>
<<narration>>
They remark, nodding to the left.
<</narration>>
<<speech>>
Summer creates.
<</speech>>
<<narration>>
They add, turning their gaze to the right.
<</narration>>
<<speech>>
And the middle road?
<</speech>>
<<narration>>
Turning their glance straight ahead, then towards you with a thinning smile
<</narration>>
<<speech>>
That road remembers.
<</speech>>
<<prompt>>
Which path do you choose?<br/>
[[A path that looks laced with ice and frost|tollman-trust-winter-road]] -or-<br/>
[[A path that looks dark and shadowed|tollman-question-hollow-road]] -or-<br/>
[[A path brimming with flowers and fruit tress|tollman-inspect-summer-road]]
<</prompt>><<narration>>
The verge of the trail before you is festooned with flowers of impossible colors: Roses of multiple shades and
hues, lilies that open and close to the hum and beat of distant music, and foxgloves that rise above you, tall as
spears. Bees buzz lazily through the warm and sunny air, their wings producing fractal reflections of prismatic
light. Fruit hangs ripe and shimmering from the trees that you know from your previous travels should not bear
any fruit at all. The path ahead is a celebration.<br/>
As the sunny sky turns dusk-amber and the horizon blazes with orange and purple hues, you see lanterns swinging
in the branches overhead. Unseen laughter ripples through the foliage of the trees. An fiddle begins to play a
familiar tune, reminding you of the marketplace of your hometown. It is joined soon after by a set of windpipes
and the beat of a small drum.
<</narration>>
<div id="tollman-inspect-summer-road-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#tollman-inspect-summer-road-fade-in" transition>>
<<include "tollman-inspect-summer-road-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
At last, the trail opens into a feast area spread across a clearing bathed in light brighter than the noon sun
despite the twilight sky overhead. Long mead-hall tables of polished wood hold plates of crisp cooked vegetables,
pastries, roasted game, bright and dark wines, sugared nuts, candied fruits, and jeweled goblets.<br/>
The banquet goers are all fey of varying shapes and sizes. Some are of unimaginable beauty, flawless in every way.
Some are so alien that you question their level of sentience. Others are grotesque and delightful in equal
measure. A Satyr dances happily with a fawn atop a table. A woman with pointed ears and moth wings kisses a
knight with short spiked hair of vibrant gold. Goblins in silk doublets steal pastries and stuff them in their
feathered caps. No one at the gathering seems troubled by the wild menagerie before them. Everyone seems to be
enjoying the event's sensations and appetites.<br/>
[[Continue...|tollman-summer-road-feast]]
<</narration>><<narration>>
A jeweled goblet is pressed into your hand. At the far end of the revels, a crowned figure reclines in the large
chair. Their smile is warm and inviting, and their eyes are the color of a pristine blue lake.<br/>
They call out
<</narration>>
<<speech>>
Drink! Here, delight is truth.
<</speech>>
<<narration>>
The music swells, and the clearing itself seems to lean closer, whispering that life only matters when it is lived
completely in the moment.<br/>
You raise the goblet to your lips and feel the heady aroma invade your senses. As they do, you feel your will
slipping away from you, as every desire is assaulted with temptation.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tollman-summer-road-feast-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "tollman-summer-road-feast-success">>
<<elseif _totalResult lt _dc>>
<<goto "tollman-summer-road-feast-failure">>
<</if>><<narration>>
You take a sip from the goblet and taste summer lightning, ripe fruit, and everlasting sunlight. The revel enters
you, but you find you don't vanish away inside of it.
<</narration>>
<<prompt>>
What do you do from here?<br/>
[[Join the dance and revel fully|tollman-summer-road-feast-join-revel]] -or-<br/>
[[Refuse indulgance and ask what price the feast demands|tollman-summer-road-feast-be-a-suck]]
<</prompt>><<narration>>
The feast-goers welcome you as one of their own, and you lose yourself for uncounted hours. You dance with fox
men and women, wearing crowns of pink and violet leaves. You sing ballads and epics you have never known. The
summer marks you with its fiery passion, impulse, and hunger for the never-ending experience. You gain Summers'
Embrace.
<</narration>>
<div id="tollman-summer-road-feast-join-revel-fade-in">
<<narration>>
<<link "Continue...">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<run Ember.addItemToInventory($pc, "summersEmbrace")>>
<<run Ember.updateCourtFavor($pc, "summer", 3)>>
<<run UI.update()>>
<<replace "#tollman-summer-road-feast-join-revel-fade-in" transition>>
<<include "tollman-summer-road-feast-join-revel-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
When you depart, the Tollman is lounging on an impossibly thin tree branch overhead. One by one, they pick the
petals off a flower, letting each petal fall to the ground.<br/>
They muse
<</narration>>
<<speech>>
Summer never lies, but it will wrap the truth in music, laughter, and beauty until few care to hear the truth.
<</speech>>
<<narration>>
The laughter of the revel fades behind you with every step. The music softens until it becomes little more than
a memory carried upon a fleeting thought, and the savory fragrance of the feast gives way to a feeling of soft
earth under your boot and after the familiar scrape of a dirty trail after that. The winding trail straightens,
leading you deeper into an ancient forest where the joy of the celebration slowly slips away.<br/>
[[Continue...|tollman-final]]
<</narration>><<narration>>
You refuse the cup, and instead call out to the crowned figure
<</narration>>
<<player-speech>>
I know there is a price to every action in the Feywild. What is the price of this feast?
<</player-speech>>
<<narration>>
The laughter wanes, replaced with a curious silence. The crowned figure smiles a vulpine grin and fixes you with
a bright amber-yellow gaze.<br/>
Your host calls out
<</narration>>
<<speech>>
At last, someone asks the real question. Come, I have an answer for your ears only.
<</speech>>
<<narration>>
Once you are alone, the crowned fox teaches you that every delight here costs a memory, a promise, or a time.
Something intangible, but not always as a punishment. You depart the revels without partaking, and the wiser
for it.<br/>
When you depart, the Tollman is lounging on an impossibly thin tree branch overhead. One by one, they pick the
petals off a flower, letting each petal fall to the ground.<br/>
They muse
<</narration>>
<<speech>>
Summer never lies, but it will wrap the truth in music, laughter, and beauty until few care to hear the truth.
<</speech>>
<<narration>>
The laughter of the revel fades behind you with every step. The music softens until it becomes little more than a
memory carried upon a fleeting thought, and the savory fragrance of the feast gives way to a feeling of soft
earth under your boot and after the familiar scrape of a dirty trail after that. The winding trail straightens,
leading you deeper into an ancient forest where the joy of the celebration slowly slips away.<br/>
<<link "Continue...">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<run UI.update()>>
<<goto "tollman-final">>
<</link>>
<</narration>><<narration>>
Pleasure enfolds you. The music becomes part of your pulse itself; time slips, you laugh, dance, weep, kiss, or
confess. For a blissful time, unburdening and pleasure become your only reasons for being. When your awareness
returns, you are walking down a path, with the blooms rapidly receding and fading on the ground beneath your feet.
It feels like there is a never-ending implosion within you, and your head aches fiercely.<br/>
What just happened???<br/>
[[Continue...|tollman-final]]
<</narration>><<narration>>
You choose not to cross. Instead, you plant your feet and meet the Tollman's gaze. Every instinct tells you to
yield to this figure, but you have spent too long in this realm trying and failing to catch up.
<</narration>>
<<player-speech>>
What line have I crossed, and what do you mean by bound?
<</player-speech>>
<<narration>>
The expression on the Tollman's face sharpens to a wicked point.
<</narration>>
<<speech>>
Oh, now there is a dangerous question, quite indeed.
<</speech>>
<<narration>>
The enigmatic figure stands up on the narrow railing and begins to tiptoe along the bridge railing as if it were
broad ground.
<</narration>>
<<speech>>
You know as well as I - something may be bound by a rope, by an oath, by a law, by a destination. Even by
affection, by a wound, by a border, or by fate itself. Here in the Feywild, it's usually several at once, braided
together like a rope.
<</speech>>
<<narration>>
You press,
<</narration>>
<<player-speech>>
What am I bound to?
<</player-speech>>
<<narration>>
A small chuckle comes out of them as they tilt their head.
<</narration>>
<<speech>>
Isn't that what everyone wants to know all too soon.
<</speech>>
<<narration>>
They tilt their head.
<</narration>>
<<speech>>
Tell me instead, traveler: what matters more? Beauty that lasts forever, or a moment of beauty, made more so
because it passes?
<</speech>>
<<narration>>
The question hangs in the air like the last note on a song.
<</narration>>
<<prompt>>
How will you respond?<br/>
[[What lasts matters more|tollman-question-lasts-matters]] -or-<br/>
[[A beautiful moment matters more|tollman-question-fleeting-beauty]] -or-<br/>
[[Neither. A thing is beautiful because of what it changes, not how long it lasts|tollman-question-beauty-changes]]
<</prompt>><<narration>>
The Tollman's face brightens and they laugh softly, almost approvingly
<</narration>>
<<speech>>
Ah, your fear of loss pushes you to worship stillness.
<</speech>>
<<narration>>
[[Continue...|tollman-question-post-beauty]]
<</narration>><<narration>>
The Tollman's face brightens and they clap once excitedly
<</narration>>
<<speech>>
Yes! A burning candle teaches a person more honestly than any eternal monument.
<</speech>>
<<narration>>
[[Continue...|tollman-question-post-beauty]]
<</narration>><<narration>>
The Tollman goes quiet for a moment. Their eyes narrow with interest.
<</narration>>
<<speech>>
Now that is just rude. Making a middle road? I'm beginning to understand why the line crossed you...
<</speech>>
<<narration>>
[[Continue...|tollman-question-post-beauty]]
<</narration>><<narration>>
Around you, the bridge begins to blur and the air folds. When the world settles, you are already beyond the bridge.
You now stand before three paths into a forest. Its as if your answer itself has carried you across the bridge.<br/>
At the far end, the path opens into a moonlit glade where three roads finally become visible from where you now
stand.<br/>
To your left lies a grove of silver birch trees coated in white frost; each branch holds an impossible crystalline
flower that is entirely still in the face of a chill breeze.<br/>
To the right, a trail with rolling wildflowers and vibrant vines twists away into the distance. A faint music
floats on the breeze, maddeningly neither joyful nor mournful. Smoke carrying the smell from a feast upon it wafts
past, and golden lantern lights hang casually from nothing. The enticing pull towards this path is an almost
physical force.<br/>
Straight ahead of you, half hidden beneath the arched roots and black-trunked trees, is a third road: a road that
descends into a dimness. No music, color, or features mark it out from other roads. It is only a waiting shadow
that has waited longer than the beginning of beginnings.<br/>
[[Continue...|tollman-question-post-beauty-2]]
<</narration>><<narration>>
The Tollman is suddenly beside you again on the other side of the bridge, though you never heard them move.
<</narration>>
<<speech>>
Winter preserves
<</speech>>
<<narration>>
They remark, nodding to the left.
<</narration>>
<<speech>>
Summer creates
<</speech>>
<<narration>>
They add, turning their gaze to the right.
<</narration>>
<<speech>>
And the middle road?
<</speech>>
<<narration>>
Turning their glance straight ahead and then towards you for the first time with a thinning smile
<</narration>>
<<speech>>
That road remembers.
<</speech>>
<<prompt>>
Which path do you choose?<br/>
[[A path that looks laced with ice and frost|tollman-trust-winter-road]] -or-<br/>
[[A path that looks dark and shadowed|tollman-question-hollow-road]] -or-<br/>
[[A path brimming with flowers and fruit tress|tollman-inspect-summer-road]]
<</prompt>><<narration>>
No frost glitters on the Hollow Road, nor does music or warm sunlight beckon you onward. Black-barked trees arch
overhead like curved ribs of a great skeleton, enclosing the path in deep shadow. The air is cool and fresh,
carrying the scent of wet earth and ink. Mushrooms as pale as moon-bone cluster around rotting logs, while the
ground beneath your boots is soft and springy, as though woven from centuries of fallen leaves and buried secrets.
And always, there is the sense that you are being watched and evaluated.<br/>
The deeper you walk along, the more you see patterns in your surroundings. Roots twist in looping shapes like a
script. Stones along the way bear sigils worn smooth by time yet still faintly glowing with ancient magic, much
like those on the bridge. Where the Frost Path and Bloom Trail called to any who would walk them, the Hollow Road
calls only those it chooses.<br/>
[[Continue...|tollman-question-hollow-road-2]]
<</narration>><<narration>>
You reach a sunken clearing at last, where an ancient oak, taller than any tree you have ever seen, has split open
down the center. Its trunk forms a hollow chamber lit from within by a dull silver glow. Suspending across the
hollow trunk is an impossible strand of light, held taut light a thread.<br/>
The more you look the more you sense that this pale thread is stretched between unseen powers. The line hums with
faint magical energy. It reacts to your presence with trembling and swaying. As you draw closer it hums, and
impressions flit quickly and amorphously through your head.<br/>
You see frost-covered tattered banners in the dead of winter, snapping in the wind as they barely hang from a pole
over a frozen royal court. Then a group of summer revelers is prancing through flower-thick grass, making
bargains with one another, singing and telling sagas and ballads. Territories are being drawn, then redrawn and
violated, and shortly after repaired again, like moves on a game board.<br/>
You concentrate your mind on these visions, trying to parse their meaning...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intelligence">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tollman-question-hollow-road-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "tollman-question-hollow-road-2-success">>
<<elseif _totalResult lt _dc>>
<<goto "tollman-question-hollow-road-2-failure">>
<</if>><<narration>>
As you study the pale strand, its steady glow wavers ever so slightly. For a heartbeat, you have the unmistakable
sensation that it has become aware of you. The feeling vanishes almost as quickly as it came, leaving only an
uneasy certainty that you have witnessed something you were never meant to find. Golden strands seem to be
everywhere in the Feywild...<br/>
A whisper comes from the hollow tree. Then several more, then your own voice answering out into the nothingness
of nowhere.<br/>
The line calls out
<</narration>>
<<speech>>
What are you bound to?
<</speech>>
<<prompt>>
How do you respond?<br/>
[[Reach towards the pale strand and listen|tollman-question-touch-strand]] -or-<br/>
[[Step back and refuse to tamper with what you do not yet understand|tollman-question-step-from-strand]]
<</prompt>><<narration>>
You come to the understanding that this line is ancient, magical, and though powerful, it is quite unstable. That,
even standing this close, the energy radiating off it is like feeling steam come off a cauldron of boiling water.<br/>
A whisper comes from the hollow tree. Then several more, then your own voice answering out into the nothingness
of nowhere.<br/>
The line calls out
<</narration>>
<<speech>>
What are you bound to?
<</speech>>
<<prompt>>
How do you respond?<br/>
[[Reach towards the pale strand and listen|tollman-question-touch-strand]] -or-<br/>
[[Step back and refuse to tamper with what you do not yet understand|tollman-question-step-from-strand]]
<</prompt>><<narration>>
As your fingertips lightly brush along the pale strand, a jolt of impossible sensation courses through you. It is
neither hot nor cold, but it burns. For a heartbeat, the world around you falls away. Fragments flash before your
eyes. Snow drifts across an empty throne. A goblet raised beneath flowering branches. A voice laughing somewhere
beyond sight. Countless threads stretched across an endless darkness before vanishing as quickly as they appeared.
You stumble back, your pulse racing. Whatever you witnessed refuses to settle into memory. The fragments slip
through your thoughts like water through open hands, leaving behind only a lingering sense that something
impossible just happened.<br/>
The Tollman is waiting for you when you return, standing upside down on a branch. They give you a knowing look
and motion you forward.<br/>
The deeper darkness of the Hollow Road gradually releases its hold. The oppressive stillness eases as the
black-barked trees give way to more familiar woodland, though the unsettling sensation of unseen eyes lingers long
after you've left the mysterious leyline. Soon, the path widens, and the forest seems almost ordinary again at
least by the impossible standards of the Feywild.<br/>
<<link "Continue...">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<<run UI.update()>>
<<goto "tollman-final">>
<</link>>
<</narration>><<narration>>
You resist the urge to meddle any further. Almost immediately, the faint thrum in the air begins to settle. The
pale strand grows still, and the hollow within the ancient tree seems to exhale. A slow creak rolls through the
trunk as though the old oak itself has relaxed.<br/>
Whether it is approval, relief, or merely the shifting of ancient wood, you cannot tell. You leave with no answers,
but you don't carry the uneasy feeling that you have disturbed something beyond your understanding. Sometimes
wisdom is measured not by the mysteries we solve, but by those we choose to leave untouched.<br/>
The Tollman is waiting for you when you return, standing upside down on a branch. They give you a knowing look
and motion you forward.<br/>
The deeper darkness of the Hollow Road gradually releases its hold. The oppressive stillness eases as the
black-barked trees give way to more familiar woodland, though the unsettling sensation of unseen eyes lingers long
after you've left the mysterious leyline. Soon, the path widens, and the forest seems almost ordinary again at
least by the impossible standards of the Feywild.<br/>
<<link "Continue...">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<<run UI.update()>>
<<goto "tollman-final">>
<</link>>
<</narration>><<narration>>
You boldly step foot upon the bridge and place your hand on the railing. The stone is cold to the touch: not ice
cold precisely, but the cold you feel from a memory long forgotten. For a moment you question whether you haven't
been here before.<br/>
The sigils along the stonework shimmer and flare beneath your boots, and the bridge hums with recognition.
Something in the stone itself knows what you are, or what you have become since coming into the Realm of the Fey.
The ravine mist stirs below with distant soft laughter.<br/>
You keep walking. Whatever the bridge is, whatever magic has shaped it, to hesitate now feels more dangerous than
to proceed.<br/>
As you pass the crown of the bridge the carved runes brighten and a line of pale light bisects the path before
you, stopping you in your tracks, questioning your certainty.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tollman-bridge-trust-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "tollman-bridge-trust-success">>
<<elseif _totalResult lt _dc>>
<<goto "tollman-bridge-trust-failure">>
<</if>><<narration>>
You press your lips together, and with an aura of certainty, step forward as if you belong here. The bridge's
hum softens. You feel resistance give way to wary acceptance. The bridge reluctantly permits you to cross.
<</narration>>
<<include "tollman-bridge-trust-crossed">><<narration>>
You quail at the light, and only after a long time, put a shaky toe over the line. The bridge recoils from you.
You turn your glance anxiously from left to right as frost begins to bite at your ankles and thorny heat prickles
at your skin. You cross the bridge, but you do so as an intruder. The Feywild has noticed your uncertainty.
<</narration>>
<<set _charismaFailDamage = Ember.rollDie(6)>>
<<run Ember.adjustHp($pc, -_charismaFailDamage)>>
<<run UI.update()>>
<<narration>>
You take _charismaFailDamage points of damage.
<</narration>>
<<include "tollman-bridge-trust-crossed">><<narration>>
You breathe a sigh of relief as you reach the far side of the bridge, and when you have collected your wits, you
take stock of your surroundings once more.<br/>
On this side of the bridge, the forest morphs and divides into three distant impressions: possibilities before you
that have not yet coalesced into paths.<br/>
To your left, the light sharpens into a white and blue through bare branches rimed with a sheen of ice.<br/>
To the right, a different light glows a golden and green hue through the growing summer foliage.<br/>
And in between them, nearly invisible, lies a dimmer way beneath an ancient leaning oak tree with blackened bark...<br/>
[[Continue...|tollman-bridge-trust-three-roads]]
<</narration>><<speech>>
Three roads are before you, three choices, three paths, three possibilities. That's more choices than many mortals
get in their small weary lives.
<</speech>>
<<narration>>
The Tollman takes another step forward and leans closer. Even though they're a good distance away, it feels as if
they're right next to you as they speak.
<</narration>>
<<speech>>
Choose, and you may shape your troubles. Refuse, and something older will choose for you.
<</speech>>
<<prompt>>
Which path do you choose?<br/>
[[A path that looks laced with ice and frost|tollman-trust-winter-road]] -or-<br/>
[[A path that looks dark and shadowed|tollman-question-hollow-road]] -or-<br/>
[[A path brimming with flowers and fruit tress|tollman-inspect-summer-road]]
<</prompt>><<narration>>
The Frost Path is as beautiful as a masterwork blade: cold, precise, and eternal. The birches that line it stand
in perfect rows, every tree held in a rictus of perfection. Frost gathers on every branch, sculpting each twig
and leafless limb in a clear sheen of glass. White flowers are frozen mid-bloom. A nearby creek lies frozen in an
instant of roaring motion, its surface ridged into delicate, unbroken waves.<br/>
Nothing here rots, decays, or sags. Nothing here is unfinished. As you walk further, the sounds fall off until you
hear nothing but your own breath and the ever-so-faint ringing of crystal petals touching the breeze, too soft to
feel.
<</narration>>
<div id="tollman-trust-winter-road-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#tollman-trust-winter-road-fade-in" transition>>
<<include "tollman-trust-winter-road-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
You come at last through the perfect silence to a circular birch grove. A massive Father-birch dominates the
center. Its bark gleams silver white and deep blue beneath ethereal moonlight. Its gnarled roots reach down
from on high and plunge into the ground, and where the mightiest root makes an arch through which you might walk,
you find a mirror framed in living ice. You approach, and for a moment you see nothing in the surface. Then, in a
sudden moment your image forms.<br/>
Only it isn't quite you; it looks like you, but your reflection is sharpened.<br/>
Your posture is straightened, and your eyes are cold and predatory. The lines of doubt, grief, humor, and
weariness have been pared away. You sense that this is your reflection, but without humanity, a version of you
that would never forgive weakness in themselves or others. The version of you that would endure loss by encasing
itself in stone. A voice whispers through your bones.
<</narration>>
<<thought>>
Preserve what matters.<br/>
Let nothing be taken again. <br/>
Become unbreakable.
<</thought>>
<<narration>>
[[Continue...|tollman-trust-winter-road-3]]
<</narration>><<narration>>
The memory of your $pc.family.adjective $pc.family.relationship, $pc.family.name, intrudes into your thoughts.
Their face rises in your mind as something does when it stirs to the surface of water. Small memories of day to
day laughter at something small. Fragments of wounded times, perhaps left or lost.<br/>
Winter's temptation to cling to the cold is not cruelty. It is what makes the path dangerous. It offers you the
chance to preserve what matters so completely that nothing can ever take it from you again. Protection through
control. Stillness in place of change. An end to the chaos of loss.<br/>
You feel the temptation hit you like a blow...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Constitution">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tollman-trust-winter-road-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "tollman-trust-winter-road-3-success">>
<<elseif _totalResult lt _dc>>
<<goto "tollman-trust-winter-road-3-failure">>
<</if>><<narration>>
Standing before the mirror, you gaze back and remain yourself. You understand the seduction of the offer without
surrendering to it. The cold settles into your skin, nipping your cheeks and nose. But it does not own you.
Instead, you feel instinctively that it is offering you a choice:<br/>
[[Touch the mirror and accept Winter's gift|tollman-trust-accept-winters-gift]] -or-
[[Turn away from the mirror and refuse the gift|tollman-trust-refuse-winters-gift]]
<</narration>><<narration>>
The ice doesn't bite or burn you; it welcomes you. It begins to trace itself up your wrist, leaving a subtle
marking of its blessing. Your mirror image smiles a sharp satisfied smile, and the Winter's Grove opens, letting
you leave.
<</narration>>
<div id="tollman-trust-accept-winters-gift-fade-in">
<<narration>>
<<link "Continue...">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<run Ember.addItemToInventory($pc, "wintersBlessing")>>
<<run Ember.updateCourtFavor($pc, "winter", 3)>>
<<run UI.update()>>
<<replace "#tollman-trust-accept-winters-gift-fade-in" transition>>
<<include "tollman-trust-accept-winters-gift-2">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
You depart Winter's Grove and find the Tollman waiting beside the road, rolling an icicle between their fingers.<br/>
They murmur,
<</narration>>
<<speech>>
Some people kneel for crowns, while others defy them.
<</speech>>
<<narration>>
As you leave the frosted grove, each step carries you farther from Winter's perfect stillness. Ice no longer clings
so fiercely to the trees, and the silence that gets carried during the winter gradually gives way to the familiar
whispers of the Realm of the Fey. Before long, the narrow path widens into a woodland path that feels strangely
familiar, as though it had been waiting for you all along.<br/>
[[Continue...|tollman-final]]
<</narration>><<narration>>
You step away from the mirror, rejecting the offer it makes. Cracks begin to race and splinter through the mirror,
but it doesn't shatter. Instead, your wintry reflection washes away. Somewhere out of sight, disappointment seems
to settle heavily in the air, though beneath it is something else: a lingering curiosity.<br/>
You leave with no favor from the Winter's Grove, but gain a surety within yourself greater than when you came in...<br/>
You depart Winter's Grove and find the Tollman waiting beside the road, rolling an icicle between their fingers.<br/>
They murmur
<</narration>>
<<speech>>
Some people kneel for crowns, While others defy them.
<</speech>>
<<narration>>
As you leave the frosted grove, each step carries you farther from Winter's perfect stillness. Ice no longer
clings so fiercely to the trees, and the silence that gets carried during the winter gradually gives way to the
familiar whispers of the Realm of the Fey. Before long, the narrow path widens into a woodland path that feels
strangely familiar, as though it had been waiting for you all along.<br/>
<<link "Continue...">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<run UI.update()>>
<<goto "tollman-final">>
<</link>>
<</narration>><<narration>>
The quietness of the grove washes over you. Your pulse begins to slow, and your breath eases. For one terrible
beautiful moment, the promise of becoming untouchable feels like mercy.<br/>
And then you awake walking down a path, with the ice and frost rapidly fading on the ground beneath your feet.<br/>
What just happened???<br/>
As you leave the frosted grove, each step carries you farther from Winter's perfect stillness. Ice no longer
clings so fiercely to the trees, and the silence that gets carried during the winter gradually gives way to the
familiar whispers of the Realm of the Fey. Before long, the narrow path widens into a woodland path that feels
strangely familiar, as though it had been waiting for you all along.<br/>
[[Continue...|tollman-final]]
<</narration>><<run Ember.checkWeaverScore($pc)>>
<<narration>>
Soft sunlight filters down through the canopy of trees above as a cool, gentle breeze flutters your clothing.
The shadows dance across the forest floor and almost seem to move in the direction of the wind. Straining your
ears, you hear a soft melody on the breeze; a woman's voice carries on the wind from deeper through the trees.
You've never heard anything like the light, silvery song, but you can't quite make out the words.<br/>
Almost in answer to the music, the forest seems to awaken around you. The grove sways in tandem with the lilting
melody on the breeze.<br/>
[[Follow the music|weaver-follow-music]] -or-<br/>
[[Continue through the forest|weaver-continue-through-forest]]
<</narration>><<narration>>
It is surprisingly easy to track the source of the song through the forest. In fact, you find yourself walking
with more intention than you have in days. After what feels like mere minutes, you come to a small clearing in
the woods.<br/>
A beautiful, small cottage sits in the center surrounded by a garden of flowers, herbs, and vegetables.<br/>
As you take the first step into the meadow, the woman's voice lowers from a vibrant melody to a gentle humming,
accompanied by soft, rhythmic clacking coming from inside the cottage.<br/>
[[Approach the cottage|weaver-approach-cottage]] -or-<br/>
[[Continue through the forest|weaver-continue-through-forest]]
<</narration>><<narration>>
Out of an abundance of caution, you turn away from the call of the song, eager to put the faerie magic behind you.
But as you take your first step, pity strikes your heart - you may never hear such beautiful music again.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-continue-through-forest-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-continue-through-forest-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-continue-through-forest-failure">>
<</if>><<narration>>
You have read plenty of books that warned against following beautiful music into strange woods. You don't want to
end up as dinner for some spirit of the forest.<br/>
With a last look over your shoulder you continue on a trajectory away from the sweet song. Several minutes pass and
before you know it, the allure of the music is almost a distant memory. The forest that was once filled with
sunlight is now casting long shadows and you can assume it will only be a short time before the light is
completely gone.<br/>
The snapping of a twig breaks your train of thought, and you immediately feel as if you are not the only presence
nearby...<br/>
As you turn around and quickly scan the scene behind you, you see a dark shape quickly duck behind a large tree.
The air around you crackles with a strange energy.<br/>
[[Call out to the creature|weaver-call-out-to-creature]]
<</narration>><<player-speech>>
I saw you duck behind that tree. I must warn you I am armed, though I mean you no harm!
<</player-speech>>
<<narration>>
You project your voice and hope it sounds confident in the growing dark.<br/>
A tall, slender woman with auburn hair steps out from behind the tree. She is dressed in simple, well made dark
clothes and appears to be unarmed.
<</narration>>
<<speech>>
Welcome to my forest weary traveler, I hope you have found the day pleasant. I hesitate to ask for your assistant,
but I find myself in need of an adventurer such as yourself
<</speech>>
<<narration>>
she says softly as she walks toward you. Her steps are near silent as she seemingly floats through the undergrowth.
<</narration>>
<<speech>>
My home can keep you sheltered and my table can keep you fed on this fine night in exchange for the favor. I am
seeking a single flower from the plant that grows on the large oak tree due east of here. It makes a beautiful
red dye that helps bring my tapestries to life.
<</speech>>
<<prompt>>
[[Agree to help|weaver-forest-help-get-red-flower]] -or-<br/>
[[Pretend to accept the quest|weaver-forest-pretend-to-accept-quest]]
<</prompt>><<narration>>
Thinking better of your decision to turn away from the music earlier, you retrace your steps back to the cabin.
You quickly find your back at the cozy clearing with the melodic music greeting you.<br/>
[[Approach the cottage|weaver-approach-cottage]]
<</narration>><<narration>>
The scents of lavender, mint, and sage embrace you as you approach the solid oaken door. The cottages' inhabitant,
seemingly unaware of your approach, continues her enchanting lullaby as the clicking and thumping keep time.<br/>
You knock softly on the door. Her humming and the steady clacking cuts off, and then is replaced with steady
footfalls that get louder as she approaches. The door opens to reveal a young woman with long, auburn hair pulled
back into a thick braid. Her golden eyes glow subtle red at the edges as she takes you in, a stranger at her
door. <br/>
With a voice like honey she says,
<</narration>>
<<speech>>
How can I help you?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
[[I am in need of shelter for the night, I have had a very long journey and I find myself far from home|weaver-cottage-need-shelter]]
<br/>-or-<br/>
[[I couldn't help but hear your lovely voice from in the forest|weaver-cottage-hear-voice]]
<</player-speech>><<narration>>
She takes a half step back and opens the door further, revealing a cozy interior illuminated by a small fire in
a stone hearth. Your attention is immediately drawn to a large loom sitting in the center of the room; it seems
you have found the source of the clacking and thumping that underscored her song. Surrounding the loom are woven
baskets filled with coarse wool, and brightly colored tinctures line the many shelves.
<</narration>>
<<speech>>
My home can keep you sheltered and my table can keep you fed. I only ask a simple favor in return: bring me a
single flower from the plant that grows on the large oak tree due east of here. It makes a beautiful red dye that
helps bring my tapestries to life.
<</speech>>
<<prompt>>
[[Search for the red flower|weaver-cottage-help-get-red-flower]] -or-<br/>
[[Pretend to accept the quest|weaver-cottage-pretend-to-accept-quest]]
<</prompt>><<narration>>
She takes a half step back and opens the door further revealing a cozy interior illuminated by a small fire in the
hearth. Your attention is immediately drawn to a large loom sitting in the center of the room; it seems you have
found the source of the clacking and thumping that underscored her song. Surrounding the loom are woven baskets
filled with coarse wool, and brightly colored tinctures line the many shelves.<br/>
Her head tilts slightly to the side and a small smile lights up her face.
<</narration>>
<<speech>>
It has been long since I had the pleasant company of someone who appreciates the melodies I weave. Would you bring
me a small token of appreciation for my song?
<</speech>>
<<narration>>
She steps back into the room and picks up a small vial of crimson liquid and raises it to the light falling in from
the open door. The thick liquid is one of the most beautiful colors you have ever seen.
<</narration>>
<<speech>>
There is a vine on a large oak due east of here, would you be able to bring me a single flower that matches this
color? It makes a beautiful red dye that helps bring my tapestries to life.
<</speech>>
<<prompt>>
Will you accept the weaver's quest?<br/>
[[Search for the red flower|weaver-cottage-help-get-red-flower]] -or-<br/>
[[Pretend to accept the quest|weaver-cottage-pretend-to-accept-quest]]
<</prompt>><<narration>>
Something about this mysterious woman chills you. You think it unwise to outright refuse her quest. Perhaps with
a lie you can excuse yourself and flee from this place...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 13 - Ember.checkWeaverScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-forest-pretend-to-accept-quest-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-forest-pretend-to-accept-quest-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-forest-pretend-to-accept-quest-failure">>
<</if>><<narration>>
You pretend to graciously accept the Weavers task.
<</narration>>
<<player-speech>>
I would be happy to bring you the flower.
<</player-speech>>
<<narration>>
A smile lights up the woman's face and for a brief moment, her teeth seem slightly pointed.
<</narration>>
<<speech>>
Thank you, I knew I could count on a brave adventurer such as yourself. It is a deep, dark red flower about the
size of my palm.
<</speech>>
<<narration>>
She holds out her palm to you and compares her calloused hands to your own.
<</narration>>
<<speech>>
It should be the only flower on a vine encasing a large oak tree in the middle of a clearing. I am sure you will
find it quickly. My cabin is just over the hill, please bring it there once you collect it.
<</speech>>
<<narration>>
She lifts her hand and points with a thin finger towards the north.<br/>
With the description in mind, you depart with as much haste as you can.<br/>
<<link "Continue...">>
<<run Ember.adjustWeaverScore($pc, 1)>>
<<goto "weaver-forest-pretend-success-flowers">>
<</link>>
<</narration>><<narration>>
You resolve to lie to the Weaver, but even as you do the words stutter in your mouth and your words come out as an
acceptance...<br/>
<<link "Agree to help">>
<<run Ember.adjustWeaverScore($pc, -1)>>
<<goto "weaver-forest-help-get-red-flower">>
<</link>>
<</narration>><<narration>>
Something about this mysterious woman chills you. You think it unwise to outright refuse her quest. Perhaps with
a lie you can excuse yourself and flee from this place...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 13 - Ember.checkWeaverScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-cottage-pretend-to-accept-quest-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-cottage-pretend-to-accept-quest-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-cottage-pretend-to-accept-quest-failure">>
<</if>><<narration>>
You pretend to graciously accept the Weavers task.
<</narration>>
<<player-speech>>
I would be happy to bring you the flower.
<</player-speech>>
<<narration>>
A smile lights up the woman's face and for a brief moment, her teeth seem slightly pointed.
<</narration>>
<<speech>>
Thank you, I knew I could count on a brave adventurer such as yourself. It is a deep, dark red flower about the
size of my palm.
<</speech>>
<<narration>>
She holds out her palm to you and compares her calloused hands to your own.
<</narration>>
<<speech>>
It should be the only flower the vine is able to make.
<</speech>>
<<narration>>
With the description in mind, you depart with as much haste as you can.<br/>
<<link "Continue...">>
<<run Ember.adjustWeaverScore($pc, 1)>>
<<goto "weaver-forest-pretend-success-flowers">>
<</link>>
<</narration>><<narration>>
You resolve to lie to the Weaver, but even as you do the words stutter in your mouth and your words come out as
an acceptance...<br/>
<<link "Search for the flower">>
<<run Ember.adjustWeaverScore($pc, -1)>>
<<goto "weaver-cottage-help-get-red-flower">>
<</link>>
<</narration>><<narration>>
Even if the request seems rather odd, who are you to decline a quest from someone in need? You graciously accept
the task
<</narration>>
<<player-speech>>
I would be happy to bring you the flower.
<</player-speech>>
<<narration>>
A smile lights up the beautiful woman's face...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-forest-help-get-red-flower-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-forest-help-get-red-flower-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-forest-help-get-red-flower-failure">>
<</if>><<run Ember.adjustWeaverScore($pc, 1)>>
<<narration>>
For a brief moment, you could swear her teeth seem pointed, and her eyes narrowed to cat-like slits. But between
one blink and the next the impression passes.
<</narration>>
<<speech>>
Thank you, I knew I could count on a brave adventurer such as yourself. It is a deep, dark red flower about the
size of my palm.
<</speech>>
<<narration>>
She holds out her palm to you and compares her calloused hands to your own.
<</narration>>
<<speech>>
It should be the only flower on a vine encasing a large oak tree in the middle of a clearing. I am sure you will
find it quickly. My cabin is just over the hill, please bring it there once you collect it.
<</speech>>
<<narration>>
She lifts her hand and points with a thin finger towards the north.<br/>
With the description in mind, you bid the kind woman farewell and start your search for the vine. The sunset is
lighting up the puffy clouds in a beautiful array of oranges, pinks, and purples and you turn to the darkening
sky in the east and begin your journey.<br/>
After a short time of walking in the growing dark, you find yourself in a clearing where a small hill is crowned
by a giant oak tree. Its limbs reach high into the sky and you feel a sense of awe being in the presence of
something that must have been here for centuries.<br/>
Much as the weaver said, a thick, silver vine encompasses most of the trunk of the tree. A flower, alight with
the last sunlight of the day, beckons you closer.<br/>
[[Approach the flower|weaver-oak-approach-the-flower]]<br/>-or-<br/>
[[Search the clearing|weaver-oak-search-the-clearing]]
<</narration>><<narration>>
A cloud passes over the Feywild sun, covering you both in shadow for a passing moment...
<</narration>>
<<speech>>
Thank you, I knew I could count on a brave adventurer such as yourself. It is a deep, dark red flower about the
size of my palm.
<</speech>>
<<narration>>
She holds out her palm to you and compares her calloused hands to your own.
<</narration>>
<<speech>>
It should be the only flower on a vine encasing a large oak tree in the middle of a clearing. I am sure you will
find it quickly. My cabin is just over the hill, please bring it there once you collect it.
<</speech>>
<<narration>>
She lifts her hand and points with a thin finger towards the north.<br/>
With the description in mind, you bid the kind woman farewell and start your search for the vine. The sunset is
lighting up the puffy clouds in a beautiful array of oranges, pinks, and purples and you turn to the darkening
sky in the east and begin your journey.<br/>
After a short time of walking in the growing dark, you find yourself in a clearing where a small hill is crowned
by a giant oak tree. Its limbs reach high into the sky and you feel a sense of awe being in the presence of
something that must have been here for centuries.<br/>
Much as the weaver said, a thick, silver vine encompasses most of the trunk of the tree. A flower, alight with
the last sunlight of the day, beckons you closer.<br/>
[[Approach the flower|weaver-oak-approach-the-flower]]<br/>-or-<br/>
[[Search the clearing|weaver-oak-search-the-clearing]]
<</narration>><<run Ember.adjustWeaverScore($pc, 1)>>
<<narration>>
Who are you to decline a quest from a peaceful weaver who sings so beautifully? You graciously accept the weaver's
task.
<</narration>>
<<player-speech>>
I would be happy to bring you the flower.
<</player-speech>>
<<narration>>
A smile lights up the woman's face and for a brief moment, her teeth seem slightly pointed.
<</narration>>
<<speech>>
Thank you, I knew I could count on a brave adventurer such as yourself. It is a deep, dark red flower about the
size of my palm.
<</speech>>
<<narration>>
She holds out her palm to you and compares her calloused hands to your own.
<</narration>>
<<speech>>
It should be the only flower the vine is able to make.
<</speech>>
<<narration>>
With the description in mind, you exit the cozy cabin just as the kettle starts to whistle. The sunset is
lighting up the puffy clouds in a beautiful array of oranges, pinks, and purples as you turn to the darkening
sky in the east to begin your, hopefully short, journey.<br/>
After a short time of walking in the growing dark, you find yourself in a clearing where a small hill is crowned
by a giant oak tree. Its limbs reach high into the sky and you feel a sense of awe being in the presence of
something that must have been here for centuries.<br/>
Much as the weaver said, a thick, silver vine encompasses most of the trunk. A flower, alight with the last
sunlight of the day, beckons you closer.<br/>
[[Approach the flower|weaver-oak-approach-the-flower]]<br/>-or-<br/>
[[Search the clearing|weaver-oak-search-the-clearing]]
<</narration>><<narration>>
The sunset is lighting up the puffy clouds in a beautiful array of oranges, pinks, and purples and you turn to the
darkening sky in the east and recommence your journey.<br/>
After a short time of walking in the growing dark, you find yourself in a clearing where a small hill is crowned
by a giant oak tree. Its limbs reach high into the sky and you feel a sense of awe being in the presence of
something that must have been here for centuries.<br/>
You recognize that this is the place described by the Weaver. A thick, silver vine encompasses most of the trunk
of the tree and a flower alight with the last sunlight of the day beckons you closer.<br/>
[[Search the clearing|weaver-oak-search-the-clearing]]
<</narration>><<narration>>
You find yourself filled with glee as you skip to the top of the hill, grass caressing your legs as you progress
toward the great oak.<br/>
As you close in on it, you can see the bloom more clearly. Calling it simply red is a disservice. It has a depth
and warmth to it that you have never experienced. As it moves slightly in the light breeze its color shifts from
ruby to scarlet to crimson and almost sparkles in the soft, glowing light of the sunset.<br/>
You reach your hand out to pluck the flower from the vine, and hesitate for a brief moment. Guilt creeps in at the
edges of your thoughts, but you suppress the pricks of your conscience. The promise of a warm meal and a safe
place to sleep is too tempting.<br/><b/>
Just as the sun slips behind the horizon, you gently pull bloom away from the oak and turn to walk down the gentle
slope to return to the lady from the cabin. A strong breeze threatens to pull it from your hands and you feel your
hair swirl around you. As quickly as it appeared, the wind quiets and a calm night settles on the forest.<b/><br/>
The walk back to the weaver's cabin is pleasant and uneventful. Smells of fresh herbs and hearty stew greet you
as you slowly push the door open. The woman quickly turns and seems to almost step through space to arrive in
front of you.<br/>
Her eyes sparkle avariciously as she slowly reaches for the flower in your hand.<br/>
[[Continue...|weaver-cabin-give-her-the-flower]]
<</narration>><<narration>>
You are beginning to understand that not everything is as it seems in this strange land, and you think it a good
idea to at least take a look around the clearing before brazenly approaching the large oak.<br/>
Sticking to the line of trees, you begin to walk the circumference of the meadow. You quickly notice small carved
objects in some of the trees; there is one nearby - you give it a closer look.<br/>
It is a small charm made with feathers, acorns, carved wood, and other organic trinkets. Now that you know what
to look for, you notice them every few feet, hanging from the trees surrounding the clearing. You reach out to
see if anything else can be gleaned about the small charms by taking it into your hand.<br/>
Just as you are about to touch it, a small voice from above you says,
<</narration>>
<<speech>>
Please leave them be.
<</speech>>
<<narration>>
You look up and see a pixie seated on one of the gnarled branches. She is slowly fluttering her small, elegant
wings in the soft breeze.<br/>
Although you are wary of the creature, you sense no malice in her presence.<br/>
[[Grab the charm|weaver-oak-grab-the-charm]] -or-
[[Ask the pixie what is their purpose|weaver-oak-ask-pixie-purpose]]
<</narration>><<run Ember.adjustWeaverScore($pc, -1)>>
<<narration>>
Surely moving one of the charms won't have cascading negative impacts, right?<br/>
You reach up and pluck the trinket from the branch. As soon as the small twine it was hung from snaps, the charm
falls to pieces in your hand.<br/>
You hear a deep sigh from the pixie and with an upturned nose she gives you a bit of advice.
<</narration>>
<<speech>>
Typical humans, always meddling in affairs that are better left alone. I suggest you leave this place as quickly
as possible. These charms protected the clearing against a powerful witch that calls these woods home.
<</speech>>
<<narration>>
She takes flight as a ping of energy rushes through the forest. Feeling the need to brace yourself, you put your
hand on the trunk of a nearby tree. As the rustling leaves and vibrations reach the clearing, every other charm
drops from the trees and comes to rest on the forest floor.<br/>
With a look over her shoulder, the pixie says with a haunted look
<</narration>>
<<speech>>
Her magic grows.
<</speech>>
<<narration>>
You quickly lose track of the small creature in the growing dark.<br/>
[[Approach the flower|weaver-oak-grab-charm-approach-flower]]<br/>-or-<br/>
[[Run back to the cottage|weaver-oak-grab-charm-run-to-cottage]]
<</narration>><<narration>>
You walk more carefully with the warning of a powerful witch in the woods. Even with the strange events of the
last few minutes, you find yourself filled with glee as you meander to the top of the hill where the large
oak grows.<br/>
As you close in, your idea of what the color red can be is expanded. The flower has a depth and warmth to it that
you have never experienced. As it moves slightly in the light breeze, its color shifts from ruby to scarlet to
crimson and almost sparkles in the soft, glowing light of the sunset.<br/>
You reach your hand out to pluck the flower from the vine, and hesitate for a brief moment. Guilt creeps in at
the edges of your thoughts, but quickly flees. The promise of a warm meal and a safe place to sleep is too
tempting. Surely the pixie was being overly dramatic.<br/>
Just as the sun slips behind the horizon, you gently pull bloom away from the oak and turn to walk down the gentle
slope. A strong breeze threatens to pull it from your hands and you feel your hair swirl around you, but as
quickly as it appeared, it disappears and a calm night settles on the forest.<br/>
The walk back to the weaver's cabin is pleasant and uneventful. Smells of fresh herbs and hearty stew greet you
as you slowly push the door open. The woman quickly turns and seems to almost step through space to arrive in
front of you.<br/>
Her eyes sparkle with avarice as she slowly reaches for the flower in your hand.<br/>
[[Continue...|weaver-cabin-give-her-the-flower]]
<</narration>><<narration>>
This whole evening has made you feel uneasy, and you want to better understand what is going on.
<</narration>>
<<player-speech>>
What do you mean? What is their purpose in this clearing?
<</player-speech>>
<<narration>>
You ask amicably.
<</narration>>
<<speech>>
I feel like I was quite clear in my request, please leave them in place. As to their purpose, they protect this
meadow from a powerful sorceress who calls this forest home. They are warded to keep her away from that silver
vine growing on the old oak tree in the center.
<</speech>>
<<narration>>
The small creature slowly floats over to the charm and tucks a small leaf into the binding.<br/>
You quickly think back to the kind, if a bit suspicious, woman who sent you on your errand to collect the flower
growing on that very silver vine.
<</narration>>
<<player-speech>>
I think I may have ran into her earlier today, she asked me to bring her the red flower on the vine.
<</player-speech>>
<<speech>>
As one of the creatures that originally bound the weaver I ask you to decline her errand, but I cannot stop you.
It is your decision to make as a catalyst in this realm.
<</speech>>
<<narration>>
The sprite hovers just out of your reach and seems to be waiting expectantly.
<</narration>>
<<prompt>>
Will you continue on your quest for the weaver or heed the pixie's warning?<br/>
[[Continue the weaver's quest|weaver-oak-pixie-continue-quest]] -or-<br/>
[[Heed the pixie's warning|weaver-oak-pixie-heed-warning]]
<</prompt>><<narration>>
You try to honor your word in your life, and you already gave your word to the Weaver that you would help with
her plight. With your mind made up, you turn to the small creature, but they already seem to know your
intention. <br/>
You hear a deep sigh from the pixie and with a upturned nose she gives you a bit of advice.
<</narration>>
<<speech>>
Typical humans, always meddling in affairs that are better left alone.
<</speech>>
<<narration>>
She takes flight and quickly flies deeper into the forest.<br/>
You turn back to face the large oak tree and approach the small hill it is growing on.<br/>
As you close in, you think calling the flower simply red is a disservice to its hue. It has a depth and warmth
to it that you have never experienced. As it moves slightly in the light breeze, its color shifts from ruby to
scarlet to crimson and almost sparkles in the soft, glowing light of the sunset.<br/>
Just as the sun slips behind the horizon, you gently pull bloom away from the oak and turn to walk down the gentle
slope. A strong breeze threatens to pull it from your hands and you feel your hair swirl around you, but as
quickly as it appeared, it disappears and a calm night settles on the forest.<br/>
The walk back to the weaver's cabin is pleasant and uneventful. Smells of fresh herbs and hearty stew greet you
as you slowly push the door open. The woman quickly turns and seems to almost step through space to arrive in
front of you.<br/>
Her eyes sparkle with avarice as she slowly reaches for the flower in your hand.<br/>
[[Continue...|weaver-cabin-give-her-the-flower]]
<</narration>><<narration>>
The pixie's tale moves you.
<</narration>>
<<player-speech>>
Very well. I will leave the flower in the peace of this clearing, though I am not sure how it relates to the
weaver.
<</player-speech>>
<<narration>>
The small creature's wings beat fiercely as it begins flying from tree to tree surrounding you. It is almost
difficult to track their voice as they move.
<</narration>>
<<speech>>
We thank you for your grace in this deed. The witch's power is being kept in that flower and the magic placed on
it should make it so that she cannot directly ask for it to be retrieved. Something must have weakened the wards.
<</speech>>
<<narration>>
She stops flying and hovers at arm's length in front of you. She is holding a smaller version of the charms in
the surrounding forest: oak leaves and acorns bound together by some organic twine.
<</narration>>
<<speech>>
Will you take this and place it somewhere in her garden to help strengthen the bindings upon her?
<</speech>>
<<narration>>
She holds the plant matter out to you.<br/>
You sigh and think about it. For some reason you can't help but wonder if your presence weakened the spell placed
on the Weaver. You decide to help the pixie by placing the small charm in the garden.<br/>
[[Approach the Weaver's garden|weaver-cabin-approach-the-garden]]
<</narration>><<run Ember.adjustWeaverScore($pc, 1)>>
<<narration>>
Your fingers are lightly wrapped around the stem and you lift your hand to gently transfer the flower to her hand.<br/>
The moment it touches her fingertips, her entire being begins to glow for a breath, then settles in her piercing
eyes, turning them from golden to the shade of the crimson flower illuminated by the sun's last light.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-cabin-give-her-the-flower-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-cabin-give-her-the-flower-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-cabin-give-her-the-flower-failure">>
<</if>><<narration>>
Something deeper is happening here that you don't understand... this is not just dye for weaving. The air tastes too
much like magic...<br/>
Without saying a word, the Weaver turns back to a cast iron pot on her stove and nimbly plucks each petal, then
places them into the dark liquid. You slowly back away from the warmth of the cook fire towards the still-open
door. Just as you are about to step over the threshold, your foot lands on a floorboard that lets out a creak.<br/>
The woman spins around to face you, her hair swirling around her shoulders in a breeze you cannot feel. The tone
of her voice changes pitch to a deep, unsettling monotone.
<</narration>>
<<speech>>
Where are you going so soon?
<</speech>>
<<narration>>
Alarm bells are ringing loudly in your head, something isn't right here. Maybe you can talk your way out of the
escalating situation?
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 15 - Ember.checkWeaverScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-cabin-give-her-the-flower-success-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-ending-2">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-cabin-charisma-check-failure">>
<</if>><<narration>>
Your heart warms with joy at the elated expression on the Weaver's face. Without saying a word she turns back to a
cast iron pot on her stove, nimbly plucking each petal and gently placing them into the liquid. When just the
center of the flower remains, she appears to quickly put it in her mouth and swallow. With her hair swirling
around her shoulders in a breeze that isn't there, her hands settle on her chest and she slowly turns around.
<</narration>>
<<speech>>
Oh! I had almost forgotten you were here. Please sit and let me grab a bowl of stew for you.
<</speech>>
<<narration>>
Her voice, once high and melodious is now deep and monotone. She grabs a large wooden bowl from a cluttered shelf
and ladles in a thick stew from the cauldron on the fire.<br/>
As you sit down at the table, the warmth from the stove and fireplace sinks into your bones and you feel your
exhausted body start to relax. The steaming bowl is placed in front of you.<br/>
[[Eat the stew|weaver-cabin-eat-the-stew]] -or-
[[Pass on the stew|weaver-cabin-pass-on-the-stew]]
<</narration>><<narration>>
You pick up the spoon on the table and shovel a large scoop into your mouth. You are brought back to a pleasant
night in your childhood sitting warm and safe by your family's hearth. Your eyelids quickly grow heavy and you
shift your position so you can lean your chin onto one of your hands to help keep you upright. With your other
hand, you eat another spoonful of the soup. Your consciousness floats slowly down into a pleasant, dreamless sleep.<br/>
[[Continue...|weaver-ending-1]]
<</narration>><<narration>>
There is something about the scene before you that has your arms covered in gooseflesh. Maybe it is time for you
to leave. As the weaver moves back over to her workstation you slowly stand up and start edging closer to
the door.<br/>
Unfortunately, your movement seems to catch her attention. She smiles over her shoulder, tucking her shining hair
behind an ear.<br/>
She asks
<</narration>>
<<speech>>
Is there something else you need?
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 15 - Ember.checkWeaverScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-cabin-pass-on-the-stew-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-ending-2">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-cabin-charisma-check-failure">>
<</if>><<player-speech>>
I uhh, I think I have to go now... you're sort of scaring me
<</player-speech>>
<<narration>>
You stammer out while edging closer to the door.<br/>
The cauldron behind the weaver bubbles more furiously mirroring the expression of rage on her face.
<</narration>>
<<speech>>
You would DARE to abandon the journey instead of seeing it through to the end?
<</speech>>
<<narration>>
She holds her hands out towards you, fingers spread wide as a powerful wind runs through the cabin. With a loud
bang, the door behind you slams shut.<br/>
You don't see a pleasant way out of the situation.
<</narration>>
<<prompt>>
Do you<br/>
[[Attack the weaver|weaver-cabin-attack-the-weaver]] -or-<br/>
[[Apologize profusely|weaver-cabin-apologize-profusely]]
<</prompt>><<narration>>
You are unsettled by this entire situation and take off in the direction of the Weaver's cabin. As you are
running, you hear the occasional crunch of the fallen charms underneath your boots.<br/>
Breathless, you burst through her door and launch into the story of what happened in the clearing with the oak
tree and flower.<br/>
The weaver patiently listens while sitting at her small table, slowly stirring a steaming cup of tea.<br/>
When your tale is complete, she looks at you long, before sighing and responding
<</narration>>
<<speech>>
Yes, I felt the wards break. You see, a curse was laid on me long ago by the pixies of the forest. They believed
me too powerful and felt threatened by my magic.
<</speech>>
<<narration>>
Her eyes seem to glow as she looks up from her tea.
<</narration>>
<<speech>>
I could tell no one of the ailment and was forced to rely on the kindness of strangers to attempt to break the
spell. But because of your help I am no longer bound to this simple forest.
<</speech>>
<<narration>>
She stands and begins to walk towards you.<br/>
Thinking quickly, you stammer
<</narration>>
<<player-speech>>
You owe me a debt then! If my actions have freed you, grant me a boon that will help me in my adventures!
<</player-speech>>
<<narration>>
A predatory smile spreads across the woman's face.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 15 - Ember.checkWeaverScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-oak-grab-charm-run-to-cottage-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-oak-grab-charm-run-to-cottage-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-oak-grab-charm-run-to-cottage-failure">>
<</if>><<speech>>
Very well. You are correct in that without you, I would have remained bound.
<</speech>>
<<narration>>
she muses almost to herself
<</narration>>
<<speech>>
And I ALWAYS pay my debts.
<</speech>>
<<narration>>
She walks to her cabinet and rifles through several jars of dried herbs and tinctures. She takes a small jar
filled with a dark brown liquid and gently hands it to you.<br/>
You lift it into the firelight and look at the viscous liquid. It flows like honey.<br/>
She sits back at her table and says
<</narration>>
<<speech>>
Drink and free yourself from the illusion.
<</speech>>
<<narration>>
She has been honest with you and you are inclined to trust the substance. You unstopper the jar, bring it to your
lips, and tip back your head. It even tastes like honey.<br/>
<<link "Lose your highest value inspiration dice and Continue...">>
<<run Ember.adjustD6Inspiration($pc, 1)>>
<<goto "weaver-ending-5">>
<</link>>
<</narration>><<narration>>
A sharp and shrill laugh barks out of the woman standing in front of you.
<</narration>>
<<speech>>
You presume too much, mortal
<</speech>>
<<narration>>
she whispers as she drops her hand to a hunting knife sheathed on her belt.<br/>
The woman's appearance begins to shift as she approaches you. Her once luscious hair begins to dull and her skin
pulls tight at her temples. You take a step away and feel your back press against the wood of the door to
the cabin.<br/>
She is only a few paces from you when you make up your mind, you have to defend yourself.<br/>
<</narration>>
<<set _diceRollCheck_header = "Attack the Weaver">>
<<set _targetStat = "Strength">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-cabin-combat-1-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-cabin-combat-success-ending-4">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-cabin-combat-fail-ending-3">>
<</if>><<narration>>
Quick as a flash, you draw your $pc.weapon and attack!
<</narration>>
<<set _diceRollCheck_header = "Attack the Weaver">>
<<set _targetStat = "Strength">>
<<set _dc = 15 - Ember.checkWeaverScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-cabin-combat-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-cabin-combat-success-ending-4">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-cabin-combat-fail-ending-3">>
<</if>><<narration>>
Thinking quickly, you fall to your knees and plead with the woman before you
<</narration>>
<<player-speech>>
Please, I am so sorry. I have been lost in this forest and have forgotten my manners. I will stay and help you
in whatever way is needed.
<</player-speech>>
<<narration>>
Her face softens and a small feline smile plays across her face
<</narration>>
<<speech>>
Of course, of course, my dear! Please sit and let me grab a bowl of stew for you.
<</speech>>
<<narration>>
The woman grabs a large wooden bowl from a cluttered shelf and ladles in a thick stew from the cauldron on
the fire.<br/>
As you sit down at the table, the warmth from the stove and fireplace sinks into your bones and you feel your
exhausted body start to relax. The steaming bowl is placed in front of you.<br/>
Not wishing to offend her further, you pick up the spoon and shovel a large scoop into your mouth. You are
brought back to a pleasant night in your childhood sitting warm and safe by your family's hearth. Your
eyelids quickly grow heavy and you shift your position so you can lean your chin onto one of your hands to
help keep you upright. With your other hand, you eat another spoonful of the soup. Your consciousness floats
slowly down into a pleasant, dreamless sleep.<br/>
[[Continue...|weaver-ending-1]]
<</narration>><<narration>>
You quietly stalk back through the forest in the direction of the weaver's cabin while night settles on the
forest. As you get closer, you notice the music from earlier in the evening. This time it seems more subdued and
melancholy. Gooseflesh spreads up your arms as you step into the small clearing surrounding the cabin.<br/>
You take the charm out of your pocket and ponder where to place it. Perhaps it would be easiest to hide it
somewhere in the fence surrounding the garden - if you are able to be quiet enough.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Stealth">>
<<set _dc = 15 - Ember.checkWeaverScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-cabin-approach-the-garden-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-garden-stealth-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-garden-stealth-fail">>
<</if>><<narration>>
You crouch low and slowly approach the fence, taking your time to avoid any twigs or stones. When you are about
halfway there, you catch a glimpse of the Weaver through an open window. She is pacing back and forth while
humming the tune you heard on your approach. For a second, you are almost drawn into the glamour of it again.
It is a sad life, to be sealed away from your power. You steel your nerves and take the last couple of steps to
the garden perimeter.<br/>
[[Hang the charm on the fence|weaver-ending-6]]
<</narration>><<narration>>
You crouch low and slowly start making your way to the garden fence. Carefully putting one foot in front of the
other, you are almost there when an unseen log snares your back foot. With a small crash you break through the
rough made fence and land in a heap among the herb garden.<br/>
Before you lift up your head from the foliage, you hear the creek of the front door opening.
<</narration>>
<<speech>>
Well, well, well, so quick you were to turn against me.
<</speech>>
<<narration>>
Her soft footfalls approach you.
<</narration>>
<<speech>>
When I felt your presence here I dared to let myself hope, but it appears I was mistaken.
<</speech>>
<<narration>>
You feel her hand lift your chin to meet her eyes.
<</narration>>
<<prompt>>
Do you apologize for betraying her trust or stand by your decision?<br/>
[[Apologize to her|weaver-garden-apologize-to-her]] -or-<br/>
[[Stand by your decision|weaver-garden-stand-by-decision]]
<</prompt>><<narration>>
It is hard to form words with your neck stretching upwards, but you manage to stammer
<</narration>>
<<player-speech>>
I am so sorry, the pixies must have put me under some sort of enchantment! I am feeling much more clearheaded.
<</player-speech>>
<<narration>>
You scramble back and begin to stand up.
<</narration>>
<<speech>>
Your honeyed words carry little weight when I can see the truth behind your lies. Interestingly, it seems I didn't
even need the strength they stole from me and stored in that flower. It seems your presence alone rapidly
deteriorates the wards on me and this clearing.
<</speech>>
<<narration>>
You stand fully and see her standing among the mint, sage, and lavender, with a predatory smile on her face.<br/>
Your gaze is drawn to her piercing eyes. Somehow, all you can focus on is the glowing red depths there. The color
expands across your entire field of vision until blackness slowly takes over from the edges. Unconsciousness
welcomes you into its embrace.<br/>
[[Continue...|weaver-ending-7]]
<</narration>><<narration>>
You push yourself back and get your feet underneath you as you stand to your full height.
<</narration>>
<<player-speech>>
I am new to this land and only have my instincts to go on. When I went to collect the flower, something seemed
amiss and a small creature I met confirmed that all was not as it seemed.
<</player-speech>>
<<narration>>
You take a deep breath and steady yourself.
<</narration>>
<<player-speech>>
I cannot apologize for trusting myself.
<</player-speech>>
<<narration>>
You lift your gaze to stare into her eyes; their soft glow intensifies and you feel the weight of their power
attempting to overcome your will.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 15 - Ember.checkWeaverScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-garden-stand-by-decision-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-garden-wisdom-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-garden-wisdom-fail">>
<</if>><<narration>>
She holds your gaze a moment longer, and battles with your will before something like fear crosses her face.
Suddenly she breaks her gaze and scoffs.
<</narration>>
<<speech>>
You are of no further use to me, mortal. You may take your leave. I wish to be alone.
<</speech>>
<<narration>>
[[Continue...|weaver-ending-8]]
<</narration>><<narration>>
Somehow, all you can focus on is the crimson depths of her eyes. The color expands across your entire field of
vision until blackness slowly takes over from the edges. Unconsciousness welcomes you into its embrace.<br/>
[[Continue...|weaver-ending-7]]
<</narration>><<narration>>
Sunlight peaks into a hole in the roof above your head and as you take your first breath, you notice a musty, damp
smell that is new. You sit up and take in your surroundings - they are very different from your memories of the
warm, cozy cabin last night.<br/>
You appear to have slept curled up under a dirty, damp wool blanket on a wooden floor that gives slightly with rot
as you begin to move. It looks like this cabin has been abandoned for years.<br/>
You stand and stretch your arms towards the ceiling in an attempt to shake the dust from your mind. A sharp
headache settles in at your temples. Was it really only last night that you met a kind weaver who fed you in
exchange for a quick errand?<br/>
It is all rather hard to make sense of, but best not worry yourself too much about it. You dust yourself up and
walk out the sagging door of the cabin.
<</narration>>
<div id="weaver-ending-1-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#weaver-ending-1-fade-in" transition>>
<<include "weaver-ending-1-A">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
Sitting on a bench in the middle of the overgrown garden, is a richly made tapestry folded neatly. You pick it
up and shake it out to see the picture on the tightly woven fabric.<br/>
You're taken aback and further confused with the scene before you. It appears to be you standing in the middle of
a beautiful party, surrounded by human-like shapes with vague features. The closer to you they are, the easier it
is to make out some of their features. Some with pointed ears, some with golden eyes, all smiling and holding
flutes filled with a purple liquid. The most peculiar thing about it is your eyes are the same shade of the
flower you plucked from its vine last night. The shade of red almost glows in the morning light.<br/>
You shake your head and refold the tapestry. Best to leave it here in case she returns. You think it is best to
move on from this area and continue your journey.<br/>
<<link "Lose your highest value inspiration dice and Continue...">>
<<run Ember.removeHighestInspiration($pc)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<narration>>
You take a deep breath and let honeyed words spill from your mouth.
<</narration>>
<<player-speech>>
I would hate to be a bother to an artist at work. Such a beautiful dye would be marred by a presence such as mine.
It was truly my honor to help you retrieve the flower, and I will look back fondly upon this evening for the rest
of my life. Thank you for allowing me to be a small piece of the story you are weaving.
<</player-speech>>
<<narration>>
You incline your head in what you hope is a gesture of respect and slowly continue to back out of the door.<br/>
She scoffs and says,
<</narration>>
<<speech>>
I suppose you are right. You may take your leave. I wish to be alone.
<</speech>>
<<narration>>
You waste no time getting the rest of the way out of the cabin, closing the door behind you. As soon as it is
fully closed, a blast of wind rushes through the clearing, momentarily disorienting you, and you shut your eyes to
protect them from the dirt being carried in the wind.<br/>
When you peel them open again, the cozy cabin with smoke coming out of the chimney is gone, and in its stead, a
dilapidated shack now stands. There are large holes in the walls and ceiling as if a large creature had long ago
crashed through.<br/>
You give your head a quick shake and can't help but feel that you have narrowly dodged something nefarious.
Well, nothing to do now but continue on your journey. You dust yourself off and set off with all haste, intent
on putting as much distance as possible between yourself and the cabin before finding a safe place to rest...<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
With reflexes quicker than you imagined possible, she flies across the small space of the room and pins you to the
door. She stops her approach when her face is just inches from your own and you notice the pallor of her skin
changing. It shifts from a soft golden color to a sickly, pale yellow. She slowly smiles exposing pointed teeth.
<</narration>>
<<speech>>
I suppose you have completed all that I needed you for. For a few moments, I dared to hope I had found a kindred
spirit
<</speech>>
<<narration>>
The edges of her mouth continue to pull up in an exaggerated expression and the skin around her lips seems to
split and peel.<br/>
Somehow, all you can focus on is her glowing red eyes. The color expands across your entire field of vision
until blackness slowly takes over from the edges. Unconsciousness welcomes you into its embrace.
<</narration>>
<div id="weaver-cabin-combat-fail-ending-3-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#weaver-cabin-combat-fail-ending-3-fade-in" transition>>
<<include "weaver-cabin-combat-fail-ending-3-A">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
Sunlight peaks into a hole in the roof above your head and as you take your first breath, you notice a musty, damp
smell that is new. You sit up and take in your surroundings - they are very different from your memories of the
cabin last night.<br/>
You appear to have slept curled up under a dirty, damp wool blanket on a wooden floor that gives slightly with
rot as you begin to move. It looks like this cabin has been abandoned for years.<br/>
You stand and stretch your arms towards the ceiling in an attempt to shake the dust from your mind. A sharp
headache settles in at your temples. You think back to the creature that was beginning to emerge from the weaver
and count yourself as lucky that you escaped with your life. You dust yourself up and walk out the sagging door of
the cabin.<br/>
Sitting on a bench in the middle of the overgrown garden, is a richly made tapestry folded neatly. You pick it up
and shake it out to see the picture on the tightly woven fabric.<br/>
You're taken aback and further confused with the scene before you. It appears to be you standing in the middle of
a beautiful party, surrounded by human-like shapes with vague features. The closer to you they are, the easier
it is to make out some of their features. Some with pointed ears, some with golden eyes, all smiling and holding
flutes filled with a purple liquid. The most peculiar thing about it is your eyes are the same shade of the
flower you plucked from its vine last night. The shade of red almost glows in the morning light.<br/>
You shake your head and refold the tapestry. There is evil in this clearing and you want no part of it. You think
it is best to move on from this area and continue your journey.<br/>
<<link "Lose your highest value inspiration dice and Continue...">>
<<run Ember.removeHighestInspiration($pc)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<narration>>
Your quick thinking seems to have caught her off guard and your $pc.weapon sinks deep into her chest. She lets out
an agonizing scream and falls to her knees, hands going to her chest as if she could stop the life flowing out of
her body. After a short time, she falls completely to the ground and wraps her arms around her knees.<br/>
As she stills, you notice something odd happening. Her body seems to shrivel like a raisin and her once thick
and coppery hair grows dull and brittle. In tandem with the transformation happening to her, the facade on the
cabin seems to be lifting as well. The rich carpet covering the floor fades to a threadbare stretch of fabric
and you can see starlight peaking through the growing holes in the roof. As the scene settles, you stand in a
dilapidated shack with a mummy at your feet.<br/>
You let out a breath you didn't know you had been holding. You suppose there is nothing left to do but continue
on with your journey. As you take your first steps out into the clearing, you can't help but feel you dodged a
more sinister end.
<<link "Gain a d8 Inspiration Dice and Continue...">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<narration>>
Next thing you know, sunlight peaks into a hole in the roof waking you from a deep, restorative slumber. As you
take your first breath, you notice a musty, damp smell that is new. You sit up and take in your surroundings -
they are very different from your memories of the cabin last night.<br/>
You appear to have slept curled up under a dirty, damp wool blanket on a wooden floor that gives slightly with
wood rot as you begin to move. It looks like this cabin has been abandoned for years.<br/>
You stand and stretch your arms towards the ceiling in an attempt to shake off the dust from your mind. Although
unsure of how you ended up here, you feel the best you have felt in years. Aching joints seem to have righted
themselves and you feel ready to take on the day. You dust yourself up and walk out the sagging door of
the cabin.<br/>
Sitting on a bench in the middle of the overgrown garden, is a richly made tapestry folded neatly. You pick it
up and shake it out to see the picture on the tightly woven fabric.<br/>
You're taken aback by the strange picture woven into the fabric. It appears to be you standing in the middle of a
beautiful party, surrounded by human-like shapes with vague features. The closer to you they are, the easier it
is to make out some of their features. Some with pointed ears, some with golden eyes, all smiling and holding
flutes filled with a purple liquid. The most peculiar thing about it is your eyes - they are the same color as
the flower growing on the silver vine from last night. The red almost glows in the morning light.<br/>
You shake your head and refold the tapestry. You can't help but feel like you have escaped a more malicious
end. You think it is best to move on from this area and continue your journey.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
Slowly, carefully, you reach up and hang the small bundle onto the fence. The moment it leaves your hand you hear
a gasp of breath from the inside of the cabin. You carefully peek into the window from outside of the garden,
and you see the Weaver sitting at her small table. The slight glow to her eyes has faded and she is looking
vacantly out the window. You get the sense that she is so deep in thought, that even if you did stand to your
full height she would not realize you were there.<br/>
For a moment, you are unsure of the decision to help the pixie bind her further. You let out a small sigh -
what's done is done and there is no use to worrying about it further. You crouch back down and make your way back
into the forest.<br/>
When you reach the tree line, you can't help but take one look over your shoulder. You are startled to find that
the cozy cabin with smoke coming out of the chimney is gone, and in its stead, a dilapidated shack now stands.
There are large holes in the walls and ceiling as if a large creature had long ago crashed through.<br/>
You give your head a quick shake and remind yourself that your decision has already been made. Well, nothing to
do now but continue on your journey. You dust yourself off and put some distance between yourself and the cabin
before finding a safe place to rest.
<<link "Gain a d8 Inspiration Dice and Continue...">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<narration>>
Sunlight peaks into a hole in the roof above your head and as you take your first breath, you notice a musty, damp
smell that is new. You sit up and take in your surroundings - they are very different from your memories of the
cabin last night.<br/>
You appear to have slept curled up under a dirty, damp wool blanket on a wooden floor that gives slightly with
rot as you begin to move. It looks like this cabin has been abandoned for years.<br/>
You stand and stretch your arms towards the ceiling in an attempt to shake the dust from your mind. A sharp
headache settles in at your temples. You think back to the creature that was beginning to emerge from the weaver
and count yourself as lucky that you escaped with your life. You dust yourself up and walk out the sagging door
of the cabin.<br/>
Sitting on a bench in the middle of the overgrown garden, is a richly made tapestry folded neatly. You pick it
up and shake it out to see the picture on the tightly woven fabric.<br/>
You're taken aback and further confused with the scene before you. It appears to be you standing in the middle
of a beautiful party, surrounded by human-like shapes with vague features. The closer to you they are, the easier
it is to make out some of their features. Some with pointed ears, some with golden eyes, all smiling and holding
flutes filled with a purple liquid. The most peculiar thing about it is your eyes are the same shade of the flower
you plucked from its vine last night. The shade of red almost glows in the morning light.<br/>
You shake your head and refold the tapestry. There is evil in this clearing and you want no part of it. You
think it is best to move on from this area and continue your journey.
<<link "Lose your lowest value inspiration dice and Continue...">>
<<run Ember.removeLowestInspiration($pc)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<narration>>
You waste no time getting the rest of the way out of the cabin, closing the door behind you. As soon as it is
fully closed, a blast of wind rushes through the clearing, momentarily disorienting you, and you shut your eyes
to protect them from the dirt being carried in the wind.<br/>
When you peel them open again, the cozy cabin with smoke coming out of the chimney is gone, and in its stead, a
dilapidated shack now stands. There are large holes in the walls and ceiling as if a large creature had long ago
crashed through.<br/>
You give your head a quick shake and can't help but feel that you have narrowly dodged something nefarious.
Well, nothing to do now but continue on your journey. You dust yourself off and set off with all haste, intent
on putting as much distance as possible between yourself and the cabin before finding a safe place to rest...
<<link "Gain a d6 Inspiration Dice and Continue...">>
<<run Ember.adjustD6Inspiration($pc, 1)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<narration>>
As you follow a path through vines and brambles, your mind is a fog. You have been wandering aimlessly through
the wilds for uncounted hours and days. Was it spring when you were sent here? Or was it autumn? Either way,
your journey has grown unseasonably warm. The road ahead shimmers as if inlaid with gold dust, causing your eyes
to glaze over and your mind to drift. Thoughts of the Fool, of The Sybaris Fete (whatever or wherever that is),
and of this Bacchus person. <br/>
You push these thoughts away as you notice something odd. The path of sun dried dirt turns to a loamy texture;
water must be nearby. You realize your throat feels like wood-shavings.
<</narration>>
<<thought>>
Where there is water, there is bound to be people who might be able to help.
<</thought>>
<<narration>>
Stepping through the underbrush you see a welcome sight. A verdant grove of lush grasses and pristine water as
smooth as glass shimmers in the light of the forest.
<</narration>>
<<prompt>>
[[Approach the water cautiously|fey-story-approach-the-water]] -or-<br/>
[[Jump right in!|fey-story-jump-right-in]]
<</prompt>><<set _diceRollCheck_header = "You approach the water cautiously... Roll a d20...">>
<<set _targetStat = "Wisdom">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-approach-the-water-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "fey-story-approach-the-water-success">>
<<elseif _totalResult lt _dc>>
<<include "fey-story-approach-the-water-failure">>
<</if>><<narration>>
As you approach you notice that the water has a mirror-like quality. Your own reflection warps and bends in the
glassy water. This water is not as inviting as it appeared at first glance. Your heart rate rises as you look
around. You notice nearby broken reeds, and you feel that you may not be as alone as you felt at first. You are
torn - without drinking here, you'll surely suffer from dehydration. Who can say when you'll see fresh, clean
water again in this mad place. But your intuitions cry out about an unseen danger here.<br/>
<</narration>>
<<thought>>
One sip couldn't hurt right?
<</thought>>
<<narration>>
You kneel down, taking your hands to the water. It is cool to the touch, the first creature comfort you've felt
in some time. As your mind wanders to your life before there is a glint in the water. In panic, you try to draw
your hands back, but a pair of slimy hands latches onto your wrists and drags you under.
<</narration>>
<div id="fey-story-approach-the-water-success-fadein"></div>
<<timed 2s>>
<<replace "#fey-story-approach-the-water-success-fadein" transition>>
<<include "fey-story-approach-the-water-success-2">>
<</replace>>
<</timed>><<narration>>
Your head begins to spin as bubbles and underwater foliage rush past you. Unsure of which way is up and which is
down, your head swivels about before you see an unsettling visage. Your own. For a moment, you believe it to be a
mirror. But looking closer, you notice the width of the brow is slightly wrong and the eyes a bit too wide. This
can't be a mirror! The creature that has stolen your visage darts away into the darkness of the cool waters. As
you swirl about you look upwards to the light and begin to swim. The distance seems impossibly far and your
muscles scream in agony.
<</narration>>
<<set _diceRollCheck_header = "Make a Strength check! Roll with Advantage because you took proper caution before getting into the water.">>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-into-the-water-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
As you approach your throat grows tight. Your thirst overpowers any survival instinct you have as the heat
threatens your life. You fall to your knees and submerge your face deep in the cool inviting waters. Anything to
quench this incessant thirst. Drinking deeply your senses slowly return. The crisp water, though dark, is clear.
As you look over the area, left to right, you feel as though you are being watched. The moment you draw your head
up two webbed gnarled hands appear from the depths and grab you, tugging your body off the shore and into the water.
<</narration>>
<div id="fey-story-approach-the-water-failure-fadein"></div>
<<timed 2s>>
<<replace "#fey-story-approach-the-water-failure-fadein" transition>>
<<include "fey-story-approach-the-water-failure-2">>
<</replace>>
<</timed>><<narration>>
Falling head first into the water, you feel the rush of water against your face. Your eyes slam shut as you are
dragged under the surface. Glowing underwater vegetation whips against your face as you fight the urge to inhale.
You stop flailing and float the light of the kelp. Your eyes flutter open and you see an unsettling sight:
yourself. For a moment you believe it to be a mirror but as you further inspect the being, the width of the brow
is slightly wrong and your eyes a bit too wide. This can't be a mirror!<br/>
The creature that has stolen your visage darts away into the darkness of the cool waters. As you swirl about, you
look upwards to the light and desperately begin to swim for the surface.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-into-the-water-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "fey-story-into-the-water-success">>
<<elseif _totalResult lt _dc>>
<<goto "fey-story-into-the-water-failure">>
<</if>><<narration>>
Swimming fully clothed wasn't on the docket for you today and the effort you have to exert is strenuous. You are
just able to make your way to the surface. Each gasping breath makes you bob like a buoy. You eventually force
yourself to the shore and lay there, chest heaving as you stare into the middle distance. Once you're sure you're
still alive, you sit up.<br/>
Time to take stock.<br/>
[[Continue...|fey-story-return-to-shore]]
<</narration>><<narration>>
Your ascent is slow, as if you are swimming through honey. Each paddle upwards strains your muscles, and each kick
causes your thighs to seize. Your mind is strong but your body is worn from long travels. As your muscles scream
out one last time in agony, you inhale instinctively and take in water. You sputter and choke, and your vision
goes dark. Your legacy ends at the bottom of a lake, never to be seen or heard from again.<br/>
Or so you think…<br/>
[[Continue...|fey-story-fool-save-me]]
<</narration>><<narration>>
Never one to look a gift horse in the mouth, you drop what little you carry and leap into the pool head first.
The rush of cool spring water clears your mind instantly and you feel refreshed. As you float and splash in the
waters it reminds you of the summers you spent as a child. Long days with your friends and family. You think of
them all, missing your $pc.family.adjective $pc.family.relationship, $pc.family.name.<br/>
With a sigh, you decide that is enough fun, and begin to make your way back to the shore. As you move through the
water, you feel a brush against your leg. A fish, you tell yourself. Perhaps some vegetation. But even as you
think these reassuring thoughts, you feel the grasp of two hands against your ankles you know that you were never
alone in these waters. You are pulled from underneath and disappear below the surface into the dark waters.
<</narration>>
<div id="fey-story-jump-right-in-fadein"></div>
<<timed 2s>>
<<replace "#fey-story-jump-right-in-fadein" transition>>
<<include "fey-story-jump-right-in-2">>
<</replace>>
<</timed>><<narration>>
Your body feels weightless for a moment as you feel the tug from below. You are unable to see the shadowy figure
as kelp whips past you. You begin kicking and pulling with all your might despite this you are taken deeper and
deeper, until there is nothing but darkness. Eventually, you feel the hands on your ankles release, and look behind
you. Brushing past you is a horrid sight. Yourself. The depth must have made you go mad as you fade in and out
of a dream-like state. The creature that has stolen your visage swims into the darkness. You'll need quick thinking
to get out of here.
<</narration>>
<<prompt>>
[[Make a Survival (Wisdom) saving throw|fey-story-jumped-in-survival]] -or-<br/>
[[Make an Athletics (Strength) saving throw|fey-story-jumped-in-athletics]]
<</prompt>><<set _diceRollCheck_header = "Make a Survival (Wisdom) saving throw.">>
<<set _targetStat = "Wisdom">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-jumped-in-survival-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "fey-story-jumped-in-survival-success">>
<<elseif _totalResult lt _dc>>
<<include "fey-story-jumped-in-failed-either">>
<</if>><<narration>>
As you watch your body move about, you notice small and nearly imperceptible bubbles fling about. Using a single
short exhale you send off a plume of bubbles that rush upwards. The swim isn't easy, but with your path marked by
the air you expelled you are able to move quickly. You breach the surface and fill your lungs, grateful for the
air in a way you've never been before. Paddling limply, you reach the shore and begin to take stock.<br/>
[[Continue...|fey-story-return-to-shore]]
<</narration>><<set _diceRollCheck_header = "Make an Athletics (Strength) saving throw.">>
<<set _targetStat = "Strength">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-jumped-in-athletics-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "fey-story-jumped-in-athletics-success">>
<<elseif _totalResult lt _dc>>
<<include "fey-story-jumped-in-failed-either">>
<</if>><<narration>>
You have not struggled so far just to drown in this glorified pond, no matter the depths or the denizens!<br/>
You begin to paddle your arms like oars, which sends you rocketing through the water as if you had webbed fingers
and toes. Your muscle's protests are drowned out by your rabid fury to survive and take revenge upon whatever
accursed creature would subject you to a watery grave.<br/>
As you break the surface and inhale sharply, you feel the rush of air filling your lungs once more, sweeter than
any laurel bestowed by any race. Life. You take stock of where you entered the water and make your way to the
shore. Tired but alive; a worthy trade.<br/>
[[Continue...|fey-story-return-to-shore]]
<</narration>><<narration>>
As you exhale your last remains of breath, bubbles trail upwards. Despite the fight you put up to save yourself it
is all too little, too late, your vision tunnels and you feel your body going limp as you drift away. Darkness
overtakes you. Your legacy ends at the bottom of an unknown lake, never to be seen or heard from again.<br/>
Or so you think...<br/>
[[Continue...|fey-story-fool-save-me]]
<</narration>><<narration>>
You awake under the shade of a large tree. Branches sway in the breeze as a melodic tune floats in the air, from
an unseen voice. As you rise onto your elbows you look over and see the familiar form of The Fool.<br/>
He appears to be pantomiming fishing, though you notice the makeshift rod he holds carries no line or reel. He is
simply holding a crooked branch by the water.
<</narration>>
<<player-speech>>
What are you doing here?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Even a fool is bound to reel in such an easy catch as you were, my friend.
<</speech>>
<<narration>>
He tuts, tossing the branch to the lake with a splash before he turns upon his heel to face you.
<</narration>>
<<speech>>
But worry not for I, your humble servant, arrived in time to make sure you weren't left for dead!
<</speech>>
<<narration>>
He cheers jumping into the air to click his heels once then again on the opposite side.
<</narration>>
<<speech>>
I've heard tales of you running around and causing amok. Though if you are busy drowning, that couldn't possibly
be. A copy cat is what I suspect.
<</speech>>
<<narration>>
He ponders, walking circles about you as he muses.
<</narration>>
<<speech>>
A stolen face is most troublesome, like a squeaky flute.
<</speech>>
<<narration>>
He tumbles, pointing to the ground.
<</narration>>
<<speech>>
Look here, look here! You left a trail, the steps of your own boots! The snail can't be far, so quickly let us
pull the weed from its root.
<</speech>>
<<narration>>
He grins wickedly as he helps you to your feet and brushes you off.<br/>
Befuddled you begin your trek, following your own boot prints. Looking back, you realize The Fool has disappeared
again. Whether he is off ahead or somewhere behind is unclear, but you are sure this isn't the last you'll see of
him.<br/>
As you follow in the wake of the wet footprints, your luck falters. The prints dry considerably but each way
seems to hint at your doppelgangers' ill deeds.
<</narration>>
<<speech>>
Come back!
<</speech>>
<<narration>>
Shouts of someone elderly down the path heading left.<br/>
To the right the sounds of crunching of leaves and heavy bellowing cries can be heard.
<</narration>>
<<speech>>
My Child!
<</speech>>
<<narration>>
BOOMS the voice, the trees themselves shuddering.
<</narration>>
<<prompt>>
Which path will you walk?<br/>
[[To the Left|fey-story-left-path]] -or-<br/>
[[To the Right|fey-story-right-right-path]]
<</prompt>><<narration>>
Your footsteps sink into the soil and water falls from you in sheets. What clothing you wear weighs on you as you
lay in the sun that filters through the trees. Breathing comes easier with time and once you are finally able to
right yourself, you see something. Tracks exiting from the opposite edge of the grove. The shape is unmistakable;
they are your own boots. Whatever you saw below the water seems to have escaped and left with your face in tow.<br/>
A sinking feeling fills your gut as you realize that this creature, with your face, is out in this strange world,
causing unknown havoc in an unknown land, in your image.You have to act quickly if you're to have any chance of
getting out of here alive. You gather your gear and head off running down the same path your boot prints lead
out of. <br/>
As you make your way following the wet footprints your luck falters. The prints dry and fade considerably, but
even so the way forward offers signs of your doppelgangers' misdeeds.
<</narration>>
<<speech>>
Come back!
<</speech>>
<<narration>>
Shouts of someone elderly down the path heading left.<br/>
To the right the sounds of crunching of leaves and heavy bellowing cries can be heard.
<</narration>>
<<speech>>
MY CHILD!
<</speech>>
<<narration>>
Booms the voice, the trees themselves shuddering at the sound.
<</narration>>
<<prompt>>
Your failure to save yourself will cost you your lowest inspiration dice.<br/>
Which path will you walk?<br/>
<<link "To the Left" "fey-story-left-path">>
<<run Ember.removeLowestInspiration($pc)>>
<</link>> -or-<br/>
<<link "To the Right" "fey-story-right-right-path">>
<<run Ember.removeLowestInspiration($pc)>>
<</link>>
<</prompt>><<narration>>
As you follow the left path, you enter a densely wooded area. The path is a rough hewn and untraveled by most. You
hear the grumbling of someone as you clear the brush and your gaze falls on a sad scene: A cart nearby has been
torn asunder and the leads for two pack animals have been cut and abandoned. Next to it stands an elderly hunched
gnome. A green shock of hair creates a mop on his head. His clothing, perhaps that of a farmer? The gnome turns
to peer at you, the weathered map of his face twisting into a fury as he charges you, hands glowing a dark green!
<</narration>>
<<speech>>
Come back to laugh at me didja! Well I'll show ya for lettin' loose my darling flattails!
<</speech>>
<<narration>>
He hisses as he readies some noxious spell. His hands glow a vile green and orange and he charges you as best his
elderly frame can.
<</narration>>
<<prompt>>
How do you response?<br/>
[[Intimidate the gnome|fey-story-gnome-intimidate]] -or-<br/>
[[Persuade the gnome|fey-story-gnome-persuasion]]
<</prompt>><<narration>>
Bracing yourself, you grab your <<print Ember.getItem($pc.weapon).name>>. Your jaw tightening, you let out a
single command. Through gritted teeth your snarl.
<</narration>>
<<player-speech>>
STOP!
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-gnome-intimidate-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "fey-story-gnome-intimidate-success">>
<<elseif _totalResult lt _dc>>
<<goto "fey-story-gnome-fail-either">>
<</if>><<narration>>
The gnome slows. His hands fade back to their dark fleshy tones. You notice tears in his eyes.
<</narration>>
<<speech>>
Why, why did you cut my flattails loose?
<</speech>>
<<narration>>
He asks, his voice cracking in demand as he stares at you looking for something, anything that could explain it.<br/>
So you begin your tale. Of how you aren't from here, of The Fool and his cryptic messages, and of your
doppelganger who has stolen your face and is seemingly running amok causing havoc and leaving you to pick up the
pieces.<br/>
The gnome inhales, wiping tears from his face.
<</narration>>
<<speech>>
Well, if that ain't a tale of woe. I don't know what is.
<</speech>>
<<narration>>
He chirps, brushing off his shirt as he sizes you up.
<</narration>>
<<speech>>
Sorry for the misunderstandin'. When I saw you I thought you had came back to rob me, or worse!
<</speech>>
<<narration>>
He explains bashfully, unable to meet your gaze out of shame.
<</narration>>
<<speech>>
I'm Alpip by the way. If what you say is true and this thing is causin' mischief it's probably gonna head to the
nearby town of Shadel. I'd be happy to take you there. But with my flattails gone I'm unable to get this cart
moving.
<</speech>>
<<narration>>
You look back to the cart. Filled with some barrels you -might- be able to carry it yourself but with your earlier
dip in the water you worry you might not make it there before your muscles give out.
<</narration>>
<<prompt>>
What do you do?<br/>
[[Attempt to pull the cart|fey-story-pull-the-cart-fail]] -or-<br/>
[[Try to find the flattails|fey-story-find-the-flattails]]
<</prompt>><<narration>>
You quickly lower your <<print Ember.getItem($pc.weapon).name>> and lay it upon the forest floor.<br/>
The gnome stops in his tracks and stares wide eyed. Tears welling as he blinks away tears.
<</narration>>
<<speech>>
What, what are you doing! Fight me!
<</speech>>
<<narration>>
So there you begin your tale. Of how you aren't from here, of The Fool and his cryptic messages, and of your
doppelganger who has stolen your face and is seemingly running amok causing havoc and leaving you to pick up the
pieces.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-gnome-persuade-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "fey-story-gnome-persuade-success">>
<<elseif _totalResult lt _dc>>
<<goto "fey-story-gnome-fail-either">>
<</if>><<narration>>
The gnome inhales wiping tears from his face.
<</narration>>
<<speech>>
Well, if that ain't a tale of woe. I don't know what is.
<</speech>>
<<narration>>
He chirps, brushing off his shirt as he sizes you up.
<</narration>>
<<speech>>
Sorry for the misunderstandin'. When I saw you I thought you had came back to rob me or worse!
<</speech>>
<<narration>>
He explains bashfully, unable to meet your gaze out of shame.
<</narration>>
<<speech>>
I'm Alpip by the way. If what you say is true and this thing is causin' mischief it's probably gonna head to the
nearby town of Shadel. I'd be happy to take you there. But with my flattails gone I'm unable to get this cart
moving.
<</speech>>
<<prompt>>
What do you do?<br/>
[[Attempt to pull the cart|fey-story-pull-the-cart-fail]] -or-<br/>
[[Try to find the flattails|fey-story-find-the-flattails]]
<</prompt>><<narration>>
The furious little gnome is unmoved. He once again raises his gnarled hands, which glow a sickly green and
orange...<br/>
Bracing yourself, you prepare yourself for battle to be joined. You let out a war cry, but your voice cracks
midway through causing the Gnome to lose the spell for a moment. He gawks at you as if you had grown two heads.
<</narration>>
<<speech>>
What was THAT?!
<</speech>>
<<narration>>
He jeers as the spell shoots from his hands.
<</narration>>
<<speech>>
Begone pest! Ya little newt! Find a log and make a nest!
<</speech>>
<<narration>>
You feel your body grow clammy going green behind the gills. You feel as if you may be sick and as you keel over
the poison from the spell hits you for 2 Damage. As the elderly gnome approaches spell in hand he stands over you.
<</narration>>
<<run Ember.adjustHp($pc, -2)>>
<<run UI.update()>>
<<player-speech>>
Wait!
<</player-speech>>
<<narration>>
You croak out putting your hands up.
<</narration>>
<<player-speech>>
You have the wrong person I swear it!
<</player-speech>>
<<narration>>
The gnome inspects you.
<</narration>>
<<speech>>
What? Explain yourself fella.
<</speech>>
<<narration>>
The gnome's transformation spell dissipates, and you feel your newt-y transmogrifications fade.<br/>
[[Continue...|fey-story-failure-explain]]
<</narration>><<player-speech>>
That is a long story.
<</player-speech>>
<<narration>>
And you tell him your tale: Of how you aren't from here, of The Fool and his cryptic messages, and of your
doppelganger who has stolen your face and is seemingly running amok, causing havoc and leaving you to pick up the
pieces.<br/>
The gnome inhales wiping tears from his face. Large tears welling in his eyes as he wipes his nose onto his work
shirt's sleeve. His lower lip still quivering.
<</narration>>
<<speech>>
Well, if that ain't a tale of woe. I don't know what is.
<</speech>>
<<narration>>
He chirps, brushing off his shirt as he sizes you up.
<</narration>>
<<speech>>
Sorry for hittin' ya with that spell. When I saw you I thought you had came back to rob me or worse! I'm Alpip .
by the way. If what you say is true and this thing is causin' mischief it's probably gonna head to the nearby
town of Shadel. I'd be happy to take you there. But with my flattails gone I'm unable to get this cart moving.
<</speech>>
<<narration>>
You look back to the cart. Filled with some barrels you -might- be able to carry it yourself but after being
zapped by that spell and your dip in the water you worry you might not make it there before your muscles give out.
<</narration>>
<<prompt>>
What do you do?<br/>
[[Attempt to pull the cart|fey-story-pull-the-cart-fail]] -or-<br/>
[[Try to find the flattails|fey-story-find-the-flattails]]
<</prompt>><<narration>>
Pulling a full sized cart isn't for the faint of heart. But as you grip the reins and begin to pull, you feel
like just maybe, you can make it. Alpip lets out a surprised yip as he clamors on. Your steps slop through the
dirt as you pull.
<</narration>>
<<speech>>
You don't have to do that! We can just go wrangle my flattails and be on our way.
<</speech>>
<<narration>>
He protests but you ignore him.<br/>
Two hundred, three hundred, and then four hundred feet pass.
<</narration>>
<<speech>>
Hyah! You've got this!
<</speech>>
<<narration>>
Alpip yells.<br/>
But it becomes clear, stubborn as you are, that you cannot push the cart yourself any longer: your muscles scream
in protest and you fall to your knees.
<</narration>>
<<speech>>
Aww shucks.
<</speech>>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<<run UI.update()>>
<<speech>>
How about you go look for my flattails and I'll wait for ya here. Promise I won't move. Oh, their names are
Brickabrack and Stuffins!
<</speech>>
<<narration>>
He explains, and you head off, ears burning with embarrassment.<br/>
You're not sure what to expect with these flattails, but you know you've got to bring them home.<br/>
[[Continue...|fey-story-find-the-flattails-dam-gnome]]
<</narration>><<narration>>
Assuring Alpip you'll help him he lets out a loud yelping cheer.
<</narration>>
<<speech>>
Really?! Wahoo! I was sure you were goin' to up and leave me here! Alright then, flattails are hard to miss as
they are about the size of cattle. With long flat front teeth and long tails that look like a paddle. Their names
are Brickabrack and Stuffins! They might go easier on them if you remember that!
<</speech>>
<<narration>>
He explains.<br/>
Your mind wanders back to your home, where a nearby family of beavers had chewed down a tree near your house and
had taken it to build a dam. You bring up the creatures to Alpip who gives you a quizzical look.
<</narration>>
<<speech>>
Bee-Ver? You really aren't from around here, huh?
<</speech>>
<<narration>>
He chuffs as he rubs his face.
<</narration>>
<<speech>>
Well flattails love the water so it isn't far off. Maybe look for one of those dam things. There's a river not too
far from here.
<</speech>>
<<narration>>
So off you set towards the river. You're not sure what to expect with these flattails, but you know you've got to
bring them home.<br/>
[[Continue...|fey-story-find-the-flattails-dam-gnome]]
<</narration>><<narration>>
As you walk along the river, your boots find the dirt softer, the soil saturated by the flow of the river. It is
an odd texture and it makes each step feel like twice the work it should be. Traveling on, while looking down
river you see a marvelous sight. Towering nearly a story and a half tall is, unmistakably, a dam that the
flattails have put together, made of whole young trees and massive branches from fallen older oaks.<br/>
As you marvel at the structure, you see the architects and builders near it slapping down more supportive mud:
cattle sized, beaver-like creatures with large, solid black, doll-like eyes and beautiful pelts of ruddy brown
fur. From this distance they are cute and their ear tags mark them as the flattails you seek. Seeing these
creatures dive beneath the water, you infer you'll have to come up with a way to convince them to come with you.<br/>
You could take a more aggressive route and try to flush them by prying apart the dam.<br/>
Or<br/>
You could scavenge for nearby berries and collect enough to coax them out.
<</narration>>
<<prompt>>
What do you want to do?<br/>
[[Scavenge for berries|fey-story-flattails-scavenge-berries]] -or-<br/>
[[Tear apart their dam|fey-story-flattails-tear-down-the-dam]]
<</prompt>><<narration>>
You begin to look and gather nearby berries and roots. You notice large stalks growing out of the water and
decide to wade in. It looks like sugarcane! You break large chunks off over your knee.<br/>
After coming back to shore, you lay out the feast treats and scurry into the nearby underbrush. You watch as
bubbles rise along the water and both furry friends breach the surface. Each of them trundling to the pile of
treats you gathered and begin munching.<br/>
Alpip's words echo in your mind that calling them usually makes them come running. But before making the call
you begin to retrace your steps laying out more of the thick crunchy sugar cane over halfway back to the cart.
Once you're back in position you see the flattails nearly done with their laid out meal. Now's your chance! What
do you say?
<</narration>>
<<set _textCheckHeader = "Call out to the flattails!">>
<<set _textCheckKeywords = ["Brickabrack", "Stuffins"]>>
<<set _textCheckRequireAll = true>>
<<set _checkResultsPassage = "fey-story-flattails-call-result-check">>
<<include "OmniTextCheck">><<if _textCheckPassed>>
<<include "fey-story-flattails-call-success">>
<<else>>
<<include "fey-story-flattails-call-failure">>
<</if>><<narration>>
Brickabrack and Stuffins halt only a few inches from your face. They smell of damp fur and mud, and their huffing
breaths are warm on your skin. Their large eyes look at you with confusion and as you step away you notice they
follow you. As you quicken your pace, they waddle along behind, through the paths of the forest. Before long, you
arrive back at Alpip.<br/>
The gnome raises his head from under his cart and he lets out a shocked gasp before clamouring to his feet and
running towards you. Or rather his two beloved flatails.
<</narration>>
<<speech>>
Brickabrack! Stuffstuff!
<</speech>>
<<narration>>
The man crows as he gives the two each as big of a hug as his small frame can muster.
<</narration>>
<<speech>>
Friend! You've done me a favor I can't HOPE to repay. But at the very least you should come with us to Shadel.
If your copycat is tryin' to cause a ruckus, they'll be there! Hop on while I get these two hitched up.
<</speech>>
<<narration>>
Before you know it, you're on the road in the passenger seat rumbling towards the small hamlet. Alpip whistles a
jolly little tune that puts your mind at ease. Perhaps this will all work out. A long swirling trail of smoke
signals your approach to the township. A welcome sight after so long in the wilds. Though the rumble of a small
crowd tells you it may not be so easy.<br/>
[[Continue...|fey-story-shadel-with-gnome]]
<</narration>><<narration>>
You open your mouth! You remember these names, you're sure of it! Then you shout! The flattails look at you
befuddled and then flee into the woods.
<</narration>>
<<speech>>
No! Brickabrack, Stuffins please come back! Papa needs youuuu!
<</speech>>
<<narration>>
Alpip shouts as he sprints after the duo. You follow them into the woods, but doing your best to keep up leaves
you gasping as the trail goes cold. Alpip and his flattails are nowhere to be seen and you are left to wander
the woods. You think that the township of Shadel should be near, but you have no idea which direction to travel
to get there…?<br/>
You wander for what feels like hours. The woods are a maze that you swear is keeping you trapped, in the hopes
of driving you mad. But as you crest another raised hill, you see it. Smoke! The shapes of buildings in the
distance give you a renewed hope, causing you to sprint in that direction. You hear the sound of a rather
displeased crowd, which gives you pause, but you push on in the hopes of clearing your name.<br/>
[[Continue...|fey-story-shadel-no-allies]]
<</narration>><<narration>>
To save your new friend's pets you'll need to dig deep. Find the heroic spirit and fight against these furious
fuzzy fiends. So you begin to do what any brave hero would do: you begin to tear their house down, kicking and
ripping into the hard packed mud. The structure begins to fall apart bit by bit and as the two massive creatures
rumble out of the domicile, the entire dam begins to drift down the river as water burst through. Your stance on
the dam begins to wobble. As the dam begins to shatter and water bursts forth, two cow sized beaver like creatures
emerge from the water. You meet their gaze and the words catch in your throat before you scream their names!
<</narration>>
<<set _textCheckHeader = "Call out to the flattails!">>
<<set _textCheckKeywords = ["Brickabrack", "Stuffins"]>>
<<set _textCheckRequireAll = true>>
<<set _checkResultsPassage = "fey-story-flattails-break-dam-call-result-check">>
<<include "OmniTextCheck">><<if _textCheckPassed>>
<<include "fey-story-flattails-break-dam-call-success">>
<<else>>
<<include "fey-story-flattails-break-dam-call-failure">>
<</if>><<narration>>
Just before the dam collapses beneath you, you shout out for Brickabrack and Stuffins! Your body crashes into the
rushing water, and you land on something hard and warm. Before you know it you are back to breathing air. Your
eyes open to see an ear tag that reads 'Stuffins'. Your fingers grip onto the furry hide of the massive Flattail,
who lets out a trill of acknowledgement.<br/>
As you gather your wits, you realize the creature and its friend are taking you to shore. Standing there waggling
a bushel of golden berries is Alpip.
<</narration>>
<<speech>>
Come to papa! Oh, you made me worried sick.
<</speech>>
<<narration>>
he caterwauls, hugging Brickabrack as you dismount Stuffins.
<</narration>>
<<speech>>
Friend, I can't thank you enough for findin' and bring back my Flattails.
<</speech>>
<<narration>>
He beams up at you.
<</narration>>
<<speech>>
You've done me a favor I can't HOPE to repay. But at the very least you should come with us to Shadel. If your
copycat is tryin' to cause a ruckus, they'll be there! Hop back on Stuffins there and we can get back to the cart
in no time.
<</speech>>
<<narration>>
The ride back is rather nice and the sway of Stuffins' stride is a welcome respite from your diving adventures
today. Before you know it, you're on the road in the passenger seat of the cart rumbling towards the small hamlet.
Alpip whistles a jolly little tune that puts your mind at ease. “Perhaps this will all work out!” you think.<br/>
A long swirling trail of smoke signals your approach to the township. A welcome sight after so long in the wilds.
The distant rumble of a small restless crowd tells you it may not be so easy…<br/>
[[Continue...|fey-story-shadel-with-gnome]]
<</narration>><<narration>>
You open your mouth! You remember these names, you're sure of it! You shout out the two names of the flattails.
They look at you, befuddled before swimming down the now rushing river.
<</narration>>
<<speech>>
No! Brickabrack, Stuffins please come back! Papa needs youuuu!
<</speech>>
<<narration>>
Alpip shouts as he sprints after them along the shore. Swimming after the duo you do your best to keep up. But
you are no flattail. Gasping as the trail goes cold you pull yourself to the riverside. Alpip and his flattails
are nowhere to be seen and you are left alone in the woods. You think that the township of Shadel should be near,
but you have no idea which direction to travel to get there…<br/>
You wander for what feels like hours. The woods are a maze that you swear is keeping you trapped in the hopes of
driving you mad. But as you crest another raised hill, you see it. Smoke! The shapes of buildings in the distance!
A renewed hope causes you to sprint in that direction, with no regard of the sound of a rather displeased crowd.<br/>
[[Continue...|fey-story-shadel-no-allies]]
<</narration>><<narration>>
As you move down the right-hand path, you find yourself following a trail set beside a babbling river. Your mind
immediately jumps to your previous encounter and you decide to give the shoreline a wide berth. Moving down the
path, you see a willow tree leaned over the river and blocking your path.<br/>
You realize the noise you heard is coming from the tree. White leaf branches shudder as the wailing shakes the
nearby forest.
<</narration>>
<<speech>>
Ohh my child! How could they take my child!
<</speech>>
<<narration>>
As you approach you do your best to go unnoticed. Your feet, still wet from your misfortune in the lake, crunch
down on a branch covered in similar white flowers. The living tree stands up. The creature towers above and turns
to see you and lets out a bellowing roar.
<</narration>>
<<speech>>
YOU! WHERE DID YOU TAKE MY CHILD!
<</speech>>
<<narration>>
It bellows as it sprints forward. It's movements a lumbering trundle as it seeks to crush you where you stand.
Bark covered body twisting as the branches atop its head thrash with rage. A section of its trunk contorts and
you make out a face. Twisted in anger as it barrels down on you.<br/>
Fumbling backwards, you trip and sprawl over the same branch that alerted the creature to your presence in the
first place. A massive trunk shaped leg rises up over your head and hurtles towards you.
<</narration>>
<<set _diceRollCheck_header = "Make an Acrobatics (Dexterity) saving throw.">>
<<set _targetStat = "Dexterity">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-treant-escape-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "fey-story-treant-escape-success">>
<<elseif _totalResult lt _dc>>
<<goto "fey-story-treant-escape-failure">>
<</if>><<narration>>
Rolling out of the way you let out a fearful yelp.
<</narration>>
<<player-speech>>
Wait wait!
<</player-speech>>
<<narration>>
You scream, waving your hands.<br/>
The wooden creature's face twists.
<</narration>>
<<speech>>
Speak quickly! Where have you taken my child?
<</speech>>
<<narration>>
The treant demands, menacing you with its mighty limbs.<br/>
You begin to explain the journey that brought you here. You include the story of your doppelganger who has stolen
your face and is seemingly running amok, causing havoc and leaving you to pick up the pieces. You mention that
this may very well include the treant and her child.<br/>
The Treant shudders with ill-contained rage.
<</narration>>
<<speech>>
Despite my better judgement, I decree I believe your tale outsider. I am Willow. Warden of these woods.
<</speech>>
<<narration>>
And they bring a wooden branchy arm to their form in a primitive bow.
<</narration>>
<<speech>>
If what you say is true, your duplicate has stolen something quite precious to me, my seedling
<</speech>>
<<narration>>
She leans in showing a specific branch.
<</narration>>
<<speech>>
It used these awful beasts to distract me. I believe they are called flattails.
<</speech>>
<<narration>>
She goes on to describe a furry creature with buck teeth and long paddle-like tails. Your mind pictures beavers
and when you state this similarity Willow shudders once more.
<</narration>>
<<speech>>
Then you will know how best to deal with their ilk. They have created a dam downstream. Retrieve my seedling, and
I will assist you in finding your doppelganger.
<</speech>>
<<narration>>
The woman does the best a treant can in attempting a wide grin. Having a nearly twenty foot tall tree woman at
your side would help you fix this doppleganger problem. You agree, much to the treant's delight, and begin your
journey down the river bank.<br/>
[[Continue...|fey-story-treant-locate-the-dam]]
<</narration>><<narration>>
Realizing a second too late what was to come to stumble back.
<</narration>>
<<player-speech>>
Wait WA-
<</player-speech>>
<<run Ember.adjustHp($pc, -3)>>
<<run UI.update()>>
<<narration>>
You scream as with a low thudding crunch your journey comes to an end. The mighty trunk like foot of this towering
figure comes down on your leg with a snapping crunch. Then there's screaming, who could that be? Then it dawns on
you.<br/>
You're screaming.<br/>
As you gather your wits you babble out another plea.
<</narration>>
<<player-speech>>
LISTEN! I mean you no harm!
<</player-speech>>
<<narration>>
The wooden creatures face twists.
<</narration>>
<<speech>>
Speak quickly! Where have you taken my child?"
<</speech>>
<<narration>>
The treant demands as it lifts the foot that is now covered in your blood holding it up to plant its' next (and
most likely final) strike.<br/>
[[Continue...|fey-story-treant-meeting-willow]]
<</narration>><<narration>>
You begin to explain the journey that brought you here. You include the story of your doppelganger who has stolen
your face and is seemingly running amok, causing havoc and leaving you to pick up the pieces. You mention that
this may very well include the treant and her child.<br/>
The Treant shudders with ill-contained rage.
<</narration>>
<<speech>>
Despite my better judgement, I decree I believe your tale outsider. I am Willow. Warden of these woods.
<</speech>>
<<narration>>
And they bring a wooden branchy arm to their form in a primitive bow.
<</narration>>
<<speech>>
If what you say is true, your duplicate has stolen something quite precious to me, my seedling
<</speech>>
<<narration>>
She leans in showing a specific branch.
<</narration>>
<<speech>>
It used these awful beasts to distract me. I believe they are called flattails.
<</speech>>
<<narration>>
She goes on to describe a furry creature with buck teeth and long paddle-like tails. Your mind pictures beavers
and when you state this similarity Willow shudders once more.
<</narration>>
<<speech>>
Then you will know how best to deal with their ilk. They have created a dam downstream. Retrieve my seedling,
and I will assist you in finding your doppelganger.
<</speech>>
<<narration>>
The woman does the best a treant can in attempting a wide grin. Having a nearly twenty foot tall tree woman at
your side would help you fix this doppleganger problem. You agree, much to the treant's delight, and begin your
journey down the river bank.<br/>
You brush yourself off and put some weight on your crushed leg to insure you'll be able to do this.<br/>
[[Continue...|fey-story-treant-locate-the-dam]]
<</narration>><<narration>>
As you arrive at the river your boots squish into the soil. You see the banks have been flooded and the escaping
water has saturated the dirt causing each step to sink deep within the mud that you have to yank your boot free
from. As you look down this path, you see the cause: A dome-like structure about the size of a small stable has
been constructed of full trees, with supporting branches, and mud used to mortar it together. It's a rather
impressive building.<br/>
As you marvel at the structure you see the architects and builders nearby, slapping on more supportive mud. They
are indeed cattle sized, beaver-like creatures, with large, black soulless eyes and a rancid ruddy brown fur.
Their club sized paddle shaped tails mark them as the flattails you are looking for. They are a horrid sight to
behold.<br/>
You watch these creatures dive in, and surmise that you'll have to follow them if you are to retrieve your new
friend's child.<br/>
Or...<br/>
You could leave. That treant tried to squash you like a pest. You owe her little, and her stolen child is not
your problem. Your doppelganger caused her harm, not you!
<</narration>>
<<prompt>>
What will you do?<br/>
[[Sneak into the dam|fey-story-sneak-into-dam]] -or-<br/>
[[Run for town instead|fey-story-run-for-town]]
<</prompt>><<set _diceRollCheck_header = "Make a Stealth (Dexterity) skill check to sneak into the dam">>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-sneak-into-dam-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "fey-story-sneak-into-dam-success">>
<<elseif _totalResult lt _dc>>
<<include "fey-story-sneak-into-dam-failure">>
<</if>><<narration>>
Though you are hesitant to follow these creatures into their dam, you remember the problem of the doppelganger -
having a treant at your side would make dealing with them much easier. You peer into the water, remembering with
a shiver your misadventure at the lake. But you steel yourself, throw caution to the wind, and dive in to begin
your search. You swing beneath branches held together with tightly packed mud, to where an entrance hole awaits
you.<br/>
With as much care as you can, you let your head breach the surface and peer around. The sound of snapping
branches carries down a pathway in the dam. Dim light from some sort of golden sap casts shadows on the far wall.
You are hidden, for now. You look about for whatever a treant's child may be. A sapling perhaps? But before
long your eyes lock onto a fist sized acorn: this must be the child Willow spoke of.<br/>
You could take the acorn and make a run for it. No need to upset the flattails. Though this dim glowing sap does
intrigue you…
<</narration>>
<<set _unvisitedLinksOptions = [
{ label: "Investigate the golden sap", passage: "fey-story-in-the-dam-investigate-sap" },
{ label: "Grab the giant acorn and run", passage: "fey-story-in-the-dam-grab-acorn" },
{ label: "Leave the dam altogether", passage: "fey-story-in-the-dam-leave-the-dam" }
]>>
<<set _unvisitedLinksHeader = "Which way?">>
<<set _unvisitedLinksAllVisitedPassage = "everything-explored-passage">>
<<include "OmniUnvisitedLinks">><<run Ember.adjustHp($pc, -1)>>
<<run UI.update()>>
<<narration>>
Diving into the water, you blindly fumble in the clouded waters of the river. Your lungs grow tight as you
finally find some form of direction. You move upwards expecting to breach the inner sanctum, but find yourself
in a series of tunnels still below water. Your lungs strain and though your entrance isn't the most gracful you
find a way into the inner sanctum.<br/>
[[Continue...|fey-story-sneak-into-dam-success]]
<</narration>><<narration>>
As you approach the sap, you get a pungent smell of eggs. Covering your nose, you get closer and realize this
sap provides warmth for the flattails and quickly dries your gear as you get closer. Your mind races as you
ponder the uses of something like this. As you investigate you realize the greenery around has become dry as
tinder. Even a small spark, such as one from your flint and steel, could ignite this entire dam.<br/>
Not the kindest thing to do, but Willow would undoubtedly be grateful...
<</narration>>
<<set _unvisitedLinksOptions = [
{ label: "Grab the giant acorn and run", passage: "fey-story-in-the-dam-grab-acorn" },
{ label: "Ignite the sap", passage: "fey-story-in-the-dam-ignite-sap" },
{ label: "Leave the dam altogether", passage: "fey-story-in-the-dam-leave-the-dam" }
]>>
<<set _unvisitedLinksHeader = "Which way?">>
<<set _unvisitedLinksAllVisitedPassage = "everything-explored-passage">>
<<include "OmniUnvisitedLinks">><<narration>>
Stepping to the acorn you sense the life teeming with in it. There is no doubt this is the child Willow seeks.
As you pick the acorn up, it shimmies around in your hands almost looking to find a comfortable spot before
resting. Gently, you slide it into your pack and look around. It seems the flattails are none the wiser to your
presence here. You could take a peek at that strange sap, or you could make yourself scarce.
<</narration>>
<<set _unvisitedLinksOptions = [
{ label: "Leave the dam altogether", passage: "fey-story-in-the-dam-leave-the-dam" },
{ label: "Investigate the golden sap", passage: "fey-story-in-the-dam-investigate-sap" }
]>>
<<set _unvisitedLinksHeader = "Which way?">>
<<set _unvisitedLinksAllVisitedPassage = "everything-explored-passage">>
<<include "OmniUnvisitedLinks">><<narration>>
Deciding to ignite the sap you take a cloth from your pack and begin to smear it across the dam's inner walls.
The entire room begins to reek of eggs and glow a faint but beautiful golden hue. You allow yourself a moment to
take it in before pulling out your flint and steel, and striking a spark against the sap on the wall. You watch
as the dam lights up in a way that reminds you of the enchanted winter solstice tree you saw as a child. But
this is no time for memory lane! You drop your flint and steel and dive back into the hole you entered.<br/>
[[Leave the dam|fey-story-in-the-dam-leave-the-dam]]
<</narration>><<narration>>
As you swim away from the dam, you are fairly certain the flattails (for now) are none the wiser you were ever
there. You get your bearings and make your way to shore under the water. Your body protests as you fight the
current as to not be swept away after your deed was done. As you reach landfall you stumble out of the water,
happy to escape unscathed . Waiting for you in all her otherworldly majesty is Willow.
<</narration>>
<<speech>>
My friend I do hope you were successful in your campaign against those flattails and their child-nabbing master.
<</speech>>
<<set _hasAcorn = Ember.hasVisitedLocation($pc, "fey-story-in-the-dam-grab-acorn")>>
<<set _ignitedDam = Ember.hasVisitedLocation($pc, "fey-story-in-the-dam-ignite-sap")>>
<<if _hasAcorn and _ignitedDam>>
<<include "fey-story-in-the-dam-result-both">>
<<elseif _hasAcorn>>
<<include "fey-story-in-the-dam-result-acorn-only">>
<<elseif _ignitedDam>>
<<include "fey-story-in-the-dam-result-sap-only">>
<<else>>
<<include "fey-story-in-the-dam-result-neither">>
<</if>><<narration>>
As Willow asks this question you feel a warmth on your back. The squeaking protests of the flattails bursting
from their freshly made dam fills the air as they paddle furiously upriver and out of sight. Willow begins to
laugh, her branches clattering.
<</narration>>
<<speech>>
Oh! Those little wretches didn't know what hit them! A wonderful act of subterfuge my friend.
<</speech>>
<<narration>>
Her rough-barked face creaks and cracks with merriment. Then she has a thought and her face turns more serious.
<</narration>>
<<speech>>
Tell me you saved my child first?
<</speech>>
<<narration>>
Your quick hands and wry grin put her at ease. You hold the slightly damp acorn out to her with pride.
<</narration>>
<<speech>>
Oh my darling seed!
<</speech>>
<<narration>>
Willow rumbles with joy as she plucks the seed from your hand and places it upon a branch that engulfs it
immediately.
<</narration>>
<<speech>>
You have done me a service and in turn I offer you a boon. My friends from the forest in a nearby town told me a
strange tale. Someone was wearing your face in a nearby town. Let us away, and put to rest this terror to us both.
<</speech>>
<<narration>>
Before you can protest, Willow's massive hand reaches out, plucking you up and putting you on her shoulder. You
sway precariously amongst her many branches as she marches through the forest. From your vantage point you see a
trail of smoke from the nearby township. A welcome sight, though as you hear the anger of a small crowd from the
outskirts of town it occurs to you: this may not be as easy as you thought…<br/>
<<link "Continue..." "fey-story-shadel-with-treant">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
You hold up the fist-sized acorn in your outstretched hand.<br/>
Branchy fingers grasp tenderly around the nut as you bow your head in recognition.
<</narration>>
<<speech>>
My precious seed! My child!
<</speech>>
<<narration>>
Willow rumbles with joy as she plucks the seed from your hand placing it upon a branch that engulfs the thing
for safe keeping.
<</narration>>
<<speech>>
You have done me a service and in turn I offer you a boon. My friends from the forest in a nearby town told me a
strange tale. Someone was wearing your face in a nearby town. Let us away, and put to rest this terror to us
both.
<</speech>>
<<narration>>
Before you can protest Willow's massive hand reaches out, plucking you up and putting you on her shoulder. She
begins marching through the forest, and you sway in rhythm like one of her many branches. From your vantage
point, you see the trail of smoke of the nearby township. A welcome sight, though as you hear the anger of a
small crowd from the outskirts of town it sits with you this may not be so easy.<br/>
<<link "Continue..." "fey-story-shadel-with-treant">>
<<run Ember.adjustD6Inspiration($pc, 1)>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
As Willow asks this question you feel a warmth on your back. The squeaking protests of the flattails bursting
from their freshly made dam fill the air as they paddle furiously through upriver and out of sight. Willow
begins to laugh, her branches clattering.
<</narration>>
<<speech>>
Oh! Those little wretches didn't know what hit them! A wonderful act of subterfuge my friend.
<</speech>>
<<narration>>
In her amusement, the massive treant seems to have forgotten the task she set you. But a moment later, her face
turns serious.
<</narration>>
<<speech>>
Tell me you saved my child first?
<</speech>>
<<narration>>
You KNEW you forgot something in there. As you turn and watch the dam burn, you feel the air around you go
impossibly cold.<br/>
When you turn back, the treant looms above you.
<</narration>>
<<speech>>
You burnt my seed, my precious child!
<</speech>>
She growls, her voice cracking with sorrow and strained in disbelief.<br/>
So you do the only thing you can at a time like this. You run. Legs pumping, breathing haggard you run until you
are far away from forests and flattails. As you run, you decide there will be no more diving into water. Ever.
You crest a hill just as you feel too haggard to go on, and see civilization. A small township is nestled in the
valley below. You can rest and catch your breath there, and perhaps they've even seen your copycat. As you survey
the scene, you hear the grumbling sounds of a small restless crowd. You surmise another version of you may have
already have been here.<br/>
[[Continue...|fey-story-shadel-no-allies]]<<narration>>
As you return to Willow, she peers at you in confusion.
<</narration>>
<<speech>>
My friend, have you brought my child back to me so fast? Why I could have sworn you just left my side, but time
does play tricks on an old mind like mine. Well, let us see my child.
<</speech>>
<<narration>>
She smiles as large branch like hands splay out before you. <br/>
You try to explain. Though you did enter the dam, you weren't sure where this 'child' might be.<br/>
Willow grunts in annoyance as she reaches for the forest floor and holds up a simple acorn.
<</narration>>
<<speech>>
A seed, my child is simply a seed now. Don't return until you've found them! I know those beasts still hold them
captive!
<</speech>>
<<narration>>
<<link "Sneak back into the dam" "fey-story-sneak-into-dam-round-2">>
<<run Ember.updateCourtFavor($pc, "winter", -2)>>
<</link>>
<</narration>><<narration>>
You return to the Flattail's dam, grumbling about stubborn trees and ridiculous side-quests. You find it as you
left it: large, muddy, and uninviting.<br/>
Though you are hesitant to follow these creatures into their dam, having a treant at your side would make dealing
with your doppelganger much easier. You peer into the water remembering your misadventure at the lake. You take
caution to the wind, diving in and beginning your search. The branches are held together with tightly packed mud
and you swim beneath where a hole awaits you.<br/>
With as much care as you can, you let your head breach the surface to peer around. The sound of snapping branches
comes down a pathway in the dam. Light causes shadows to cast on the far wall. You are hidden, for now. The
lighting is dim inside, with the only light coming from what looks like some golden sap that seeps from a branch
hanging into the dam itself. You look about for whatever a treant's child may be. A sapling perhaps? But as your
eyes lock onto the fist sized acorn, there is no doubt this must be what Willow spoke of.<br/>
You could take the acorn and make a run for it. No need to upset the flattails. Though this dim glowing sap does
intrigue you as you peer at it.
<</narration>>
<<set _unvisitedLinksOptions = [
{ label: "Investigate the golden sap", passage: "fey-story-in-the-dam-investigate-sap" },
{ label: "Grab the giant acorn and run", passage: "fey-story-in-the-dam-grab-acorn" },
{ label: "Leave the dam altogether", passage: "fey-story-in-the-dam-leave-the-dam" }
]>>
<<set _unvisitedLinksHeader = "Which way?">>
<<set _unvisitedLinksAllVisitedPassage = "everything-explored-passage">>
<<include "OmniUnvisitedLinks">><<narration>>
Looking upon these horrid creatures fills you with dread. Their tails are like mauls and their teeth seem like
daggers. You dare not risk your life for some talking tree. You have to stop your other self from causing anymore
mayhem. So you do the sensible thing and leave all this behind. No talking trees with children problems, and
certainly no more diving into unknown waters!<br/>
You run until the forest turns to paved road and as you crest a hill, a small township is nestled in the valley
below. You can rest and catch your breath there! Perhaps they've even seen your copycat. As you survey the scene,
you hear grumbling sounds of a small restless crowd. All you can do is hope that your face will be welcomed in
a place like this.<br/>
[[Continue...|fey-story-shadel-no-allies]]
<</narration>><<narration>>
As you arrive at the township of Shadel, you are greeted by the comforting sights and sounds of civilization.
Crystalline buildings ranging up to nearly five stories tall dot the landscape. Beautiful vibrant plants line
the roads. This place seems almost like a paradise after the day you've had.
<</narration>>
<<speech>>
The Summer Court provides much for us in Shadel. The best food, the most exciting festivals, and warm people.
It really is the place to be if I'm being honest.
<</speech>>
<<narration>>
Alpip muses with a wide grin on his face.<br/>
There is truth in the gnome's words, as people who see Alpip waves and call to him from balconied buildings.
They are enjoying dripping fruits and fresh cakes. When their gaze falls on you, though, they seem to grow
distant. The unsettling feeling of being watched creeps up your neck as you look about.
<</narration>>
<<speech>>
Seems you've made a name for yourself here. Best we get to the Mayor.
<</speech>>
<<narration>>
He cracks the reins on the flattails sending them up the road a bit quicker.<br/>
[[Continue...|fey-story-meet-mayor-with-gnome]]
<</narration>><<speech>>
Now hold on everybody! I know you all want a crack at it. But only one person will get the honor to fight the
creature and I haven't made my decision yet! Who knows, maybe I'll get in the ring with it.
<</speech>>
<<narration>>
You hear shouted from the center of a packed crowd as Brickabrack and Stuffins push through the crowd. You see
from where the boasting came from: a portly gnome man, almost as wide as he was tall. He stares at you as if he
has seen a ghost.
<</narration>>
<<speech>>
A-Alpip! What are you doing with that thing out of jail!?
<</speech>>
<<narration>>
He shrilly screeches.<br/>
Alpip leaps from his seat waving his hands as the crowd rumbles with disapproving jeers. The villagers peer at
you, as if you had sprung a second head.
<</narration>>
<<speech>>
Shadelians! Worry not, my friend here means no harm. I think it is safe to assume someone with his face arrived
earlier today, yes?
<</speech>>
<<narration>>
The crowd murmurs in agreement.
<</narration>>
<<speech>>
This poor tree sap is a victim of a cruel trick of fate, you see! Snatched into the waters of a nearby lake they
had their likeness stolen by a cheap copy! Isn't that the saddest story you've ever heard?
<</speech>>
<<narration>>
The crowd murmurs in shock. The mayor quickly regains their attention. He wipes sweat from his shining head as
he says.
<</narration>>
<<speech>>
Well you may be in luck! We've caught your duplicate and we are planning to set up an honor duel for the crimes
of: tipping over Lady Adoric's flower beds, unmilking Farmer Tonwin's goats, and stealing my hair!
<</speech>>
<<narration>>
The crowd snickers at the mayor's misfortune.
<</narration>>
<<speech>>
So I say this! If you truly wish to clear your name. Take up the mantle and slay your doppelganger! Do this and
you will be seen as a champion amongst us! In Shadel we will spread word near and far of your heroic act!
<</speech>>
<<narration>>
Alpip looks at you shrugging.
<</narration>>
<<speech>>
Guess this is your best bet, friend! Good luck.
<</speech>>
<<narration>>
You look to the mayor nodding in agreement to the deal.<br/>
[[Continue...|fey-story-fight-yourself]]
<</narration>><<narration>>
As you walk into the township of Shadel you are greeted by the comforting sights and sounds of civilization.
Crystalline buildings ranging up nearly five stories tall dot the landscape. Beautiful vibrant plants line the
roads. This place seems almost like a paradise after the day you've had. It's odd, though. Everyone seems to be
avoiding your gaze.
<</narration>>
<<speech>>
Is that another one of them? I sure hope the guards grab them soon.
<</speech>>
<<narration>>
You overhead a passerby whisper.<br/>
The unsettling feeling of being watched creeps up your neck as you look about. It seems your doppelganger has
done some damage to your image. Best to find who is in charge, and quick, before the crowd takes matters into
their own hands.<br/>
Trudging towards the center of the small town, you hear the crowd in full rumble.
<</narration>>
<<speech>>
Let me fight the thing!
<</speech>>
<<narration>>
A voice shouts.<br/>
[[Continue...|fey-story-meet-mayor-no-allies]]
<</narration>><<speech>>
Now hold on everybody! I know you all want a crack at it. But only one person will get the honor to fight the
creature and I haven't made my decision yet! Who knows, maybe I'll get in the ring with it.
<</speech>>
<<narration>>
you hear shouted from the center of a packed crowd. Pushing your way past an assortment of locals, you see a
portly gnome in the center of it all. He is as tall as he is wide, with a shining bald head. The crowd, seeing
your face reels back in shock, until it is just you and this man in the center.
<</narration>>
<<speech>>
GADZOOKS! ANOTHER ONE! Guards!
<</speech>>
<<narration>>
In a flash, a small team of well armed fey guards stand around the two of you.<br/>
The gnome stares at you.
<</narration>>
<<speech>>
We have your kin, monster! Give up now and perhaps we will let the two of you fight each other for your freedom.
<</speech>>
<<narration>>
You sigh as you put your hands in the air. You explain the situation at hand: you've been chasing the creature
that stole your identity and it’s trail led to here.<br/>
The mayor tuts at this tale.
<</narration>>
<<speech>>
A likely story. Though, I did hear reports of a similar fate befalling other travelers.
<</speech>>
<<narration>>
The crowd stirs with murmured rumors. The mayor claps his soft hands together and hushes the crowd.
<</narration>>
<<speech>>
One of you has tipped over Lady Adoric's flower beds, unmilked Farmer Tonwin's goats, and stolen my hair!
<</speech>>
<<narration>>
The crowd snickers at the mayor's misfortune.
<</narration>>
<<speech>>
And I have made a decision! Because we can not determine which of you committed these acts, I have decided the
two of you WILL fight! The winner is absolved of the loser's crimes!
<</speech>>
<<narration>>
The crowd erupts in applause at this verdict, and guards grab you and drag you kicking towards a small fighting
pit.<br/>
[[Continue...|fey-story-fight-yourself]]
<</narration>><<narration>>
As you arrive at the township of Shadel, you are greeted by the comforting sights and sounds of civilization.
Crystalline buildings ranging up to nearly five stories tall dot the landscape. Beautiful vibrant plants line
the roads. This place seems like a paradise after the day you've had. It would be perfect if it weren't for the
townsfolk fleeing from you.
<</narration>>
<<speech>>
Oh gods protect us! I thought the mayor said they captured that fiend, and now they are back with a Treant.
<</speech>>
<<narration>>
A mother screamed, pulling her slackjawed son into their house slamming the door.<br/>
Willow's branches rattled in a low brassy laugh.
<</narration>>
<<speech>>
Oh it is good to see them flee. Though it seems they cower before you, friend.
<</speech>>
<<narration>>
She muses, as you watch more people flee at the sight of you and your friend.
<</narration>>
<<speech>>
Let us find someone in charge. Sounds like they've captured your foe.
<</speech>>
<<narration>>
And she stomps through the rtown. Soon afterwards, you arrived on the outskirts of a large crowd.<br/>
[[Continue...|fey-story-meet-mayor-with-treant]]
<</narration>><<speech>>
Now hold on everybody! I know you all want a crack at it. But only one person will get the honor to fight the
creature, and I haven't made my decision yet! Who knows, maybe I'll get in the ring with it.
<</speech>>
<<narration>>
You hear shouted from the center of a packed crowd as Willow stomps towards the noise. From your bird's eye
view you see the shiny dome of a gnome, as wide as he is tall, looking up at you in horror.
<</narration>>
<<speech>>
We demand to see the one with my friend's face. Are you the one in charge here, little man?
<</speech>>
<<narration>>
Willow booms, her branches spread wide to make herself more intimidating. You think about how glad you are to
have her on your side.
<</narration>>
<<speech>>
Yes, yes, I am the mayor! Your friend, well whatever the thing that looks like your friend is, has committed
some serious offenses. They've tipped over Lady Adoric's flower beds, unmilked Farmer Tonwin's goats,
and stolen my hair!
<</speech>>
<<narration>>
The crowd snickered at the mayor's misfortune.
<</narration>>
<<speech>>
B-but I have a proposition for you! One where you can get your rightful revenge and clear you name and, well,
face.
<</speech>>
<<narration>>
The mayor stammers.<br/>
Willow looks at you for a moment, as if to say 'we could just destroy the village?'. You peer around and notice
guards waiting with bows and arrows, flames nearby. It would be an ugly fight and two wrongs won't make a right
here.<br/>
You look to the mayor, and nod in agreement to the deal.<br/>
[[Continue...|fey-story-fight-yourself]]
<</narration>><<speech>>
We will have a fight and then a feast!
<</speech>>
<<narration>>
the mayor bellows, and the crowd roars in approval. The next moments are a blur as guards usher you down towards
their training pit. You hear a bell tower ringing in the distance. You can almost swear that you see The Fool
laughing at you in the crowd, but when you turn back to look more intently, he is gone.<br/>
You are sent into the pit with your <<print Ember.getItem($pc.weapon).name>> and you begin to prepare yourself.<br/>
You steady your breathing as you wait to see that creature once more.<br/>
Soon a crowd just as large as the one that followed you arrives on the opposite side of the pit. Guards shove
your doppelganger into the ring with you. Did you always look like that when you were scared? It holds a blunted
short sword and looks at you with malice as if this fate were somehow your doing. You realize it is simply
mirroring your expression.<br/>
With the sound of a horn, the blowhard mayor stands on a small raised platform.
<</narration>>
<<speech>>
My townsmen! It has been some time since we had a duel for honor. One of these poor saps has been tricked by the
other,stolen their face, and perpetrated crimes in their name! Let the Summer Court smile upon their hand and
smite down the pretender!
<</speech>>
<<narration>>
Horns blare again and the mayor looks down at you with a crazed grin.
<</narration>>
<<speech>>
LET BATTLE BE JOINED!
<</speech>>
<<narration>>
[[Continue...|fey-story-actual-fight-doppleganger]]
<</narration>><<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("doppelganger", $pc.name)]>>
<<set _combatVictory = "fey-story-actual-fight-doppleganger-success">>
<<set _combatDefeat = "fey-story-actual-fight-doppleganger-failure">>
<<set $combat = null>>
<<include "Combat">><<narration>>
Engaging yourself in battle is an odd experience. Your attacks are straight forward, no need for trickery in a
one on one like this. Each blow against the creature causes it to bleed a dark inky ichor from its wounds. As
it roars at you charging with its blunt short sword you step away.<br/>
In close distance you pick up on the wet scent the creature carries. Like an algae bloom on the top of a pond,
it burns your nose. You duck out of the way of the creature's club- sword.
<</narration>>
<<speech>>
You can do it!
<</speech>>
<<narration>>
You hear a voice scream. You're unsure which of you they are cheering for. You steady your breathing. With one
last strike you'll end this!<br/>
<<if Ember.hasVisitedLocation($pc, "fey-story-shadel-with-gnome")>>
[[Continue...|fey-story-combat-success-gnome]]
<<elseif Ember.hasVisitedLocation($pc, "fey-story-shadel-with-treant")>>
[[Continue...|fey-story-combat-success-treant]]
<<elseif Ember.hasVisitedLocation($pc, "fey-story-shadel-no-allies")>>
[[Continue...|fey-story-combat-success-no-allies]]
<</if>>
<</narration>><<narration>>
The rest of a fight is a blur. By the time it ends, your hands are shaking and your head is pounding. You stand
over your own body. The surreal experience of seeing your own death echoes in your mind as the doppelganger pulls
itself through the dirt. Would you look so helpless, so defeated?<br/>
You look up to the townsfolk; they seem distant as their muffled roars for blood echo in your ears . Finally, you
turn to look at the mayor. The small gnome is smiling wide and clapping his hands together.
<</narration>>
<<speech>>
Well done! Well done indeed! Now slay this wretch and we will feast in your honor! Your heroic deeds will be
remembered here in Shadel!
<</speech>>
<<narration>>
You look to Alpip. The kind old man sits atop one of his Flattails. His face a wide grin of enjoyment, the passion
and fervor of the battle intoxicating even to his loving soul. He loves the thrill before him.
<</narration>>
<<speech>>
Do it!
<</speech>>
<<narration>>
He cheers his old withered vocal cords straining.
<</narration>>
<<prompt>>
What will you do?<br/>
[[Slay 'yourself'|fey-story-ending-1]] -or-<br/>
[[Spare 'yourself'|fey-story-ending-3]]
<</prompt>><<narration>>
The rest of a fight is a blur. Your hands are shaking and your head is pounding. You stand over your own body.
The surreal experience of seeing your own death echoes in your mind as the doppelganger pulls itself through
the dirt. Would you look so helpless, so defeated?<br/>
You look up to the townsfolk; they seem distant as their muffled roars for blood echo in your ears. Finally, you
turn to look at the mayor. The small gnome is smiling wide and clapping his hands together.
<</narration>>
<<speech>>
Well done! Well done indeed! Now slay this wretch and we will feast in your honor! Your heroic deeds are
remembered here in Shadel!
<</speech>>
<<narration>>
You look up at Willow who has a sullen face. To kill one of nature's creatures, even one so troublesome, weighs
on her. Perhaps if it were a flattail she may look upon it differently but here in this pit she can't help but
look at you with a plea for mercy - a mercy she once showed you.
<</narration>>
<<prompt>>
What will you do?<br/>
[[Slay 'yourself'|fey-story-ending-2]] -or-<br/>
[[Spare 'yourself'|fey-story-ending-4]]
<</prompt>><<narration>>
The rest of a fight is a blur. Your hands are shaking and your head is pounding. You stand over your own body.
The surreal experience of seeing your own death echoes in your mind as the doppelganger pulls itself through the
dirt. Would you look so helpless, so defeated?<br/>
You look up to the townsfolk; they seem distant as their muffled roars for blood echo in your ears. Finally, you
turn to look at the mayor. The small gnome is smiling wide and clapping his hands together.
<</narration>>
<<speech>>
Well done! Well done indeed! Now slay that imposter and we will feast in your honor! Your heroic deeds will be
remembered here in Shadel!
<</speech>>
<<narration>>
You are alone here and choice is yours, and yours alone. Do you feed the madness of the crowd before you, or do
you spare your doppelganger? Would you let them live to fight another day and find a less dangerous person to
copy. You stare at yourself. It is time to decide which path you're bound for.
<</narration>>
<<prompt>>
What will you do?<br/>
[[Slay 'yourself'|fey-story-ending-2]] -or-<br/>
[[Spare 'yourself'|fey-story-ending-3]]
<</prompt>><<narration>>
It all happens so fast. You charge in expecting an even fight and to be able to go toe to toe with this creature.
But it isn't an even fight. The foul creature is far stronger than you.<br/>
You hear the crowd roaring for the imposter while you lay in the mud from it's first blow.<br/>
Panic rises in your chest. You will not survive this! You look wildly about, and see a gap in the crowd
surrounding the ring! You dive for it, as the Doppelganger rushes forward to attack again!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-actual-fight-doppleganger-failure-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "fey-story-actual-fight-doppleganger-failure-success">>
<<elseif _totalResult lt _dc>>
<<include "fey-story-actual-fight-doppleganger-failure-failure">>
<</if>><<narration>>
You feel the wind from the doppelganger's blade as you dive into the roaring crowd, but you are unharmed. You
fight through the pressing crowd, and ignore the shouts of the mayor and the guards. You can see the edges, and
the safety of empty streets beyond!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-actual-fight-doppleganger-failure-success-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You are able to dive into the crowd, but you are not so lucky to avoid the Doppelganger's blow. You feel the bite
of its blade in your calf!<br/>
You fight through the pressing crowd, and ignore the shouts of the mayor and the guards. You can see the edges,
and the safety of empty streets beyond!
<</narration>>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<<run UI.update()>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-actual-fight-doppleganger-failure-success-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "fey-story-actual-fight-doppleganger-success-2">>
<<elseif _totalResult lt _dc>>
<<include "fey-story-actual-fight-doppleganger-failure-2">>
<</if>><<narration>>
You feel many hands pushing and grasping at you, but you push and punch and fight your way through to the open
streets beyond. Part of the crowd breaks off to pursue you half-heartedly, but (being mostly gnomes) you soon
outrun them...
<</narration>>
<<goto "fey-story-ending-5">><<narration>>
You feel many hands pushing and grasping at you. One grabs your belt-purse, in which you had kept healing herbs
you found on your journey! You have no time to find the thief - you have to keep going!<br/>
You push and punch and fight your way through to the open streets beyond. Part of the crowd breaks off to pursue
you half-heartedly, but (being mostly gnomes) you soon outrun them...
<</narration>>
<<run Ember.removeLowestInspiration($pc)>>
<<run UI.update()>>
<<goto "fey-story-ending-5">><<narration>>
A creature this troublesome will only hamper your trip home and the townsfolk here are eager to laud you as a
hero. You raise your <<print Ember.getItem($pc.weapon).name>> and deliver the finishing blow. In response, the
crowd erupts with the passion of a good kill. It's infectious, to know you pleased so many and helped yourself
in one fell swoop. It's grand. The mayor trundles down to you and lifts your hand in victory! Or tries. Due to
his height, he allows you to lift your own arm.<br/>
Alpip is the first to speak up.
<</narration>>
<<speech>>
The Champion of Shadel!
<</speech>>
<<narration>>
There is a roar from the crowd.
<</narration>>
<<speech>>
Cham-pi-on! Cham-pi-on!
<</speech>>
<<narration>>
You are pulled from the pit and whisked away into a night of merriment and excitement. You lose yourself to it
all and the night becomes a series of flashing lights and loud music.<br/>
You awake the next morning to the wet tongue of Brickabrack licking you awake. As your eyes open heavy with a
night of partying you realize atop your doll eyed friend is Alpip.
<</narration>>
<<speech>>
Good Morning Champion!
<</speech>>
<<narration>>
He chirps his old face, still a wide grin.
<</narration>>
<<speech>>
We need to talk.
<</speech>>
<<narration>>
[[Continue...|fey-story-ending-1-2]]
<</narration>><<narration>>
As you rise up Alpip offers you a hand and pulls you atop Brickabrack. Your body worn from yesterday's activity,
you sink into the plush fur of the giant beast. After some time away from the city, Alpip finally speaks up.
<</narration>>
<<speech>>
The Mayor has already sent word to the higher ups in the Summer Court.
<</speech>>
<<narration>>
He beams and meets your gaze as you ride through the forest.
<</narration>>
<<speech>>
Said that they had heard reports of a Winter Court spy in the waters of the lake. It makes sense to grab good
folks like you. Anyway, The Mayor says you've caught their eye. Goin' above and beyond and all. That when the
time comes you've got a friend with our types.
<</speech>>
<<narration>>
He pats your shoulder before turning back to the path ahead.
<</narration>>
<<speech>>
As I was the one who found ya, I've been tasked with sendin' ya on your way. Court says it's nearly time for a
big ole meetin' and that you'll be expected! It's a big honor.
<</speech>>
<<narration>>
You look about and realize you're exiting from a part of the forest you've never seen, with a whole landscape
changing before you. It's unsettling to know your journey home is only just beginning. Alpip gives you a sidelong
glance, and speaks up, as if he can read your thoughts.
<</narration>>
<<speech>>
I do hope you make it home, and well, if this is the last time we are gonna meet I hope you at least had some
fun memories with me.
<</speech>>
<<narration>>
The gnome stifles a choked up cough as Brickabrack stops on the forest's edge.
<</narration>>
<<speech>>
Well this is where we part friend.
<</speech>>
<<narration>>
He puts out a hand whilst you dismount from the flattail. You reach up, shaking it with a smile.
<</narration>>
<<speech>>
May the warmth of the sun always bring ya comfort.
<</speech>>
<<narration>>
He states proudly. As you walk away from Alpip and Brickabrack the duo look upon you with a wistful gaze.
<</narration>>
<<speech>>
Be safe now!
<</speech>>
<<narration>>
A voice calls from behind, a voice you've never heard. Was that Brickabrack? What a strange place this is...<br/>
<<link "Continue..." "chose-an-episode-pre-fete">>
<<run Ember.updateCourtFavor($pc, "summer", 2)>>
<</link>>
<</narration>><<narration>>
A creature this troublesome will only hamper your trip home and the townsfolk here are eager to laud you as a
hero. You raise your <<print Ember.getItem($pc.weapon).name>> and lay the finishing blow. In response, the crowd
erupts with the passion of a good kill. It's infectious, to know you pleased so many and helped yourself in one
swoop. It's grand. The mayor trundles down to you and lifts your hand in victory! Though, due to his height, he
allows you to lift your own arm.<br/>
The mayor is the first to speak up.
<</narration>>
<<speech>>
The Champion of Shadel!
<</speech>>
<<narration>>
There is a roar as the crowd pipes up.
<</narration>>
<<speech>>
Cham-pi-on! Cham-pi-on!
<</speech>>
<<narration>>
They roar out as you are pulled from the pit and whisked away into a night of merriment and excitement. You lose
yourself to it all and the night becomes a series of flashing lights and loud music.<br/>
You find yourself lost in the merriment when one of the fey guards grabs you.
<</narration>>
<<speech>>
The mayor wishes to speak to you.
<</speech>>
<<narration>>
They grunt and you follow dutifully.<br/>
[[Continue...|fey-story-ending-2-2]]
<</narration>><<narration>>
As you step away with the mayor, his rather docile mannerisms seem to drop in private.
<</narration>>
<<speech>>
First off, I wish to thank you. Your actions here have done not just Shadel, but the entire Summer Court a great
service.
<</speech>>
<<narration>>
He explains. His smile is soft, but his eyes are calculating.
<</narration>>
<<speech>>
I've had my betters in the Summer Court breathing down my neck to deal with the Winter Court's spy that has
plagued that lake for the last few moons. Have you ever had orders from a high fae? Let me tell you, they aren't
known for their patience.
<</speech>>
<<narration>>
The man chuckles dryly.
<</narration>>
<<speech>>
At any rate, I already sent word of your deeds. They seemed pleased and are aware of your presence. From what
I've gathered you aren't from here correct?
<</speech>>
<<narration>>
You nod and he sighs.
<</narration>>
<<speech>>
Well perhaps my betters can assist you with your return. But for tonight enjoy your party. Feel free to head off
in the morning when you're ready.
<</speech>>
<<narration>>
So you do just that, feasting and dancing the night away. Before you know it, the morning comes and you pack
your things. Off on the next leg of your journey home...<br/>
<<link "Continue..." "chose-an-episode-pre-fete">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<narration>>
You kneel down and pick up the creature, much to the chagrin of the townsfolk of Shadel. In your arms they feel
impossibly light and seem to be more an idea than a physical being. As you walk out of the pit the mayor blocks
your path.
<</narration>>
<<speech>>
I can't allow you to leave. Not until one of you is slain. My constituents will be most displeased.
<</speech>>
<<narration>>
You lock eyes with the petulant little mayor, your face covered in blood, and mouth a simple command.
<</narration>>
<<player-speech>>
Move.
<</player-speech>>
<<narration>>
The mayor's back straightens and he steps back, his eyes growing hazy.
<</narration>>
<<speech>>
Ah! I see your copy -IS- slain. You wish to, what was that, bury it! Well how kind of you! Please head back into
the wilds and do so! Then when you return, we will have a feast in your name!
<</speech>>
<<narration>>
As you walk past he mutters roughly.
<</narration>>
<<speech>>
And don't come back.
<</speech>>
<<narration>>
You have no plans to return to this place. The heat beats on you as if the excitement of it all had turned the
temperature of the city up. As you walk out and into the woods, you lay the creature down. Its' shallow breathing
is the only sign of life. You do your best to patch its wounds. As night falls, you are about to doze when you
see the doppelganger stir.<br/>
As it realizes it isn't dead and you are the only one there, it speaks a guttural, throaty voice.
<</narration>>
<<speech>>
You. Saved. Me. Mother right.
<</speech>>
<<narration>>
[[Continue...|fey-story-ending-3-2]]
<</narration>><<narration>>
It takes some time to parse what the doppelganger is trying to convey. But in time you learn much. That The
Winter Court sent them here to cause discord amongst The Summer Court's commoners and to see if any would sway
towards their cause.
<</narration>>
<<speech>>
Winter Court treat me as equal. Summer treats me as monster. It simply a matter of life and death.
<</speech>>
<<narration>>
The bluntness is refreshing in such a sideways place as this. Perhaps this Winter Court has something to offer.
You ask your copy why it chose to attack you.
<</narration>>
<<speech>>
Strong, binding weaker around you. Allowed me to enter this side.
<</speech>>
<<narration>>
They grin, nodding.<br/>
You ask what they plan to do next.
<</narration>>
<<speech>>
Go back to Winter Court. Tell them I found you. Tell them you help me. Good favor.
<</speech>>
<<narration>>
They croak.<br/>
You ponder the gains here and though you aren't fully sure what The Winter Court holds, having them on your side
would be a boon in the goal of getting home. You watch as the doppelganger's form shifts to one smaller and a bit
balder. The mayor.
<</narration>>
<<speech>>
I go now, perhaps we meet again. Perhaps not. Thank you.
<</speech>>
<<narration>>
You nod as you watch the creature disappear into the night feeling unsure if you made the right choice. But as
you find a trail and walk along you know that you're one step closer to getting home...<br/>
<<link "Continue..." "chose-an-episode-pre-fete">>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<</link>>
<</narration>><<narration>>
You kneel down and pick up the creature, much to the chagrin of the townsfolk of Shadel. In your arms they feel
impossibly light and seem to be more an idea than a physical being. As you walk out of the pit the mayor blocks
your path.
<</narration>>
<<speech>>
I can't allow you to leave. Not until one of you is slain. My constituents will be most displeased.
<</speech>>
<<narration>>
He growls through his gritted teeth. Just as he is about to call the guards, Willow plucks you both from the pit.
<</narration>>
<<speech>>
We will be leaving with my friend's copy. Your guards may try to stop us, but I promise it will not end well for
you.
<</speech>>
<<narration>>
She bellows, her wooden face turning sour. The guards wisely give you a wide berth as you walk past them.
Townsfolk scatter with each thundering step. It isn't long before you are back into the forest. Willow shudders
as her bluster fades.
<</narration>>
<<speech>>
Thank the mother that worked.
<</speech>>
<<narration>>
She mutters as she turns her focus to you and your duplicate. She sets you both down gently.
<</narration>>
<<speech>>
We have to talk.
<</speech>>
<<narration>>
[[Continue...|fey-story-ending-4-2]]
<</narration>><<speech>>
You may not realize it yet friend, but you have done me two honors today. First, by saving my child and now this.
You've given The Winter Court a grand boon against these wretches here in the Summer Court.
<</speech>>
<<narration>>
You look up to her confused as she explains.
<</narration>>
<<speech>>
You see, I have withheld information from you, as I know the one who stole your likeness. For we are two sides
of the same coin sent by our queen in the Winter Court. We were sent, in truth, to seek out you. Your powers are
making quite a stir and your unbound nature is most interesting to our liege.
<</speech>>
<<narration>>
As she speaks, she places a hand into the soil. From it, roots spring forth and create a small tent like building.
<</narration>>
<<speech>>
The doppelganger sent you to sow chaos whilst I moved about the forest. Though it would seem our plans worked out
of sync.
<</speech>>
<<narration>>
She sighs and hoists the unconscious creature into her limbs.
<</narration>>
<<speech>>
But, as I've said, you helped us both and showed us mercy when we perhaps didn't deserve it. This kindness will
be noted when we return to The Winter Court and when the time comes that you need my lady's help. I am sure these
deeds will be remembered.
<</speech>>
<<narration>>
She smiles softly as she turns from you.
<</narration>>
<<speech>>
Now I must away, before the powers here realize I am out of place. You rest here and when your strength returns,
keep striving for your goal.
<</speech>>
<<narration>>
She turns back to give you a nod.
<</narration>>
<<speech>>
I suspect great things are to come from you friend. I can't wait to see them.
<</speech>>
<<narration>>
As she lumbers away, she hums a gentle tune that puts your mind at ease. After a long and refreshing rest, you
pack up your things and march onwards towards the Sybaris Fete, wherever that may be in this strange land…<br/>
<<link "Continue..." "chose-an-episode-pre-fete">>
<<run Ember.updateCourtFavor($pc, "winter", 2)>>
<</link>>
<</narration>><<narration>>
You find a rotted out log in the forest, and hide there for hours, desperate to be certain that nobody will find
you. You are sick of this place. Sick of Flattails and Gnomes and Treants and Acorns and Doppelgangers. You just
want to go home...<br/>
Eventually, when you are sure you are not being pursued, you crawl out of the log and stumble miserably down a
path out of this gods-forsaken forest, contemplating that it would have been better if you had never touched
those mystery waters at all...<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
You find yourself trekking through a lonely, fog-shrouded corner of the Fey wilderness. The mists thin as you
transverse deeper into the murk of a deep canyon. The rocky walls press in on you, rising up into the dripping
greenery above. The rustling of fallen leaves and shifting pebbles in the mist makes you wonder how far you can
tread without awakening something dangerous.<br/>
Setting aside your worries (like any true adventurer), and despite the logic telling you to turn back, you
continue towards the narrow canyon ahead.<br/>
Moss-clad pine trees line the path. Some are tall and thin, reaching from the ground towards the sky high above.
Others are smaller - their roots clinging impossibly to the stone of the canyon walls with mossy trunks. Perhaps
the forests here can disobey certain laws of nature. You have no way of judging, you are merely a guest.<br/>
Your steps are careful, lest they trigger any unwanted attention. And luck is on your side, you pick up on a
presence before whatever it is notices you.<br/>
You hear raspy breathing, ravaged, you suppose, by years of heavy pipe smoking. A figure in a dark shroud leans
on the side of the canyon's entrance. As you approach, the figure looks up.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "canyon-of-needles-start-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "canyon-of-needles-start-success">>
<<elseif _totalResult lt _dc>>
<<include "canyon-of-needles-start-fail">>
<</if>><<player-speech>>
You look a little lost, friend!
<</player-speech>>
<<narration>>
You call out. The figure removes his cowl and looks unsettled at your bold unwavering approach.<br/>
[[Continue...|canyon-of-needles-old-man]]
<</narration>><<narration>>
You wave to the figure and call out with an embarrassing quaver in your voice. The figure cackles at your obvious
fear as you approach. He removes his cowl revealing the face of a bent and wrinkled old man.<br/>
[[Continue...|canyon-of-needles-old-man]]
<</narration>><<narration>>
The man is missing one eye and has a honey-colored crust around his other suggesting he might not have it for
much longer. His nose is as pitted and scarred as volcanic rock and his mouth is missing at least every other
tooth.<br/>
Despite his haggard appearance and tattered robes, his facial hair is shaped with royal immaculacy and his scalp
is as shiny as an unblemished vase. The light is poor in the forest clearing, but you suspect his dark waxy skin
might tell of a history lived underground, far from the light of the sun.
<</narration>>
<<speech>>
Might I trouble you for some assistance?
<</speech>>
<<narration>>
He asks, revealing a clockwork leg stuck with rust, freezing it straight.
<</narration>>
<<prompt>>
How will you respond?<br/>
[[Agree to help him through the canyon|canyon-of-needles-help-old-man]] -or-<br/>
[[Tell him to get lost|canyon-of-needles-blow-off-old-man]] -or-<br/>
[[Kick his good leg to make sure he doesn't have any chance of following you|canyon-of-needles-assault-old-man]]
<</prompt>><<narration>>
You agree to help, and begin pulling him to his feet. As you do, and before heading deeper into the canyon, you
ask him why he is here.<br/>
His response is surprisingly acerbic.
<</narration>>
<<speech>>
Why? That is mine to know and yours to ignore!
<</speech>>
<<narration>>
You feel a flash of irritation. He was the one who asked for your help! Shouldn't he at least be willing to provide
an explanation?
<</narration>>
<<prompt>>
How will you respond?<br/>
[[Press him for answers|canyon-of-needles-press-old-man]] -or-<br/>
[[Let him keep his secrets|canyon-of-needles-old-man-secrets]]
<</prompt>><<player-speech>>
Get lost!
<</player-speech>>
<<narration>>
You say, not even sparing him a look as you wave him off. You hear the ground shift beneath his feet as he
attempts to stand, and turn to run him off with a curse and a threat.<br/>
Your turn is just in time to save you as the old man leaps at you brandishing a strange glowing dagger with a
wand-like blade.<br/>
[[Continue...|canyon-of-needles-when-old-man-attacks]]
<</narration>><<narration>>
You curse at him, and aim a swift kick at his remaining leg. Praise to whatever god you worship that you do not
have to suffer the presence of a sickly old fool. Even if he had any wisdom to share about the path ahead, you
would rather not hear that raspy voice, all too reminiscent of the voice of $pc.family.name, your
$pc.family.adjective $pc.family.relationship.<br/>
He cries out and you have a moment to decide his fate.
<</narration>>
<<prompt>>
What will you do?<br/>
[[End his miserable life|canyon-of-needles-when-old-man-attacks]] -or-<br/>
[[Leave him behind|canyon-of-needles-blow-off-old-man]]
<</prompt>><<narration>>
The old man cackles and raises his wand-like dagger, hobbling at you with surprising speed and ferocity!
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("duergarShaman", "Derro")]>>
<<set _combatVictory = "canyon-of-needles-when-old-man-attacks-success">>
<<set _combatDefeat = "canyon-of-needles-when-old-man-attacks-failure">>
<<set $combat = null>>
<<include "Combat">><<player-speech>>
Come now, Old Man. One favor deserves another. What brought you here, and why do you travel?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "canyon-of-needles-press-old-man-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "canyon-of-needles-press-old-man-success">>
<<elseif _totalResult lt _dc>>
<<include "canyon-of-needles-press-old-man-fail">>
<</if>><<narration>>
The old man gives you a piercing stare, then looks away.
<</narration>>
<<speech>>
I've lost something of great importance. Maybe if you help me I will offer you a little something for your journey.
<</speech>>
<<narration>>
You are dissatisfied with this answer and even less optimistic that whatever his "something" is will be worth your
time or effort. Nevertheless, you give him the benefit of what trust you can manage, and continue...<br/>
[[Continue...|canyon-of-needles-after-secrets]]
<</narration>><<narration>>
The old man gives you a fierce glare, and his hand strays to a strange wand-like dagger on his belt.
<</narration>>
<<speech>>
Some thing's are best left unknown. My business is my own, stranger. Do not press me further!
<</speech>>
<<prompt>>
What will you do?<br/>
[[Let it be for now|canyon-of-needles-after-secrets]] -or-<br/>
[[Confront the old man on his evasiveness|canyon-of-needles-when-old-man-attacks]]
<</prompt>><<narration>>
You nod, and avoid his gaze. His infected and encrusted eye seems to feed on your fear like a ravenous rat. You
find the darkness of the surrounding forest a much more appealing sight...<br/>
[[Continue...|canyon-of-needles-after-secrets]]
<</narration>><<narration>>
You move to rise and help the man along, but before you can he grabs you by the belt.<br/>
Reflexively, you slap his hand away.
<</narration>>
<<player-speech>>
What is it?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Look, Fool! Do you see all of the pine needles?
<</speech>>
<<narration>>
He croaks. You nod in reply.
<</narration>>
<<speech>>
Most of those needles are just pine needles, but hiding amongst them are Needle Blights.
<</speech>>
<<narration>>
You nod, feigning confidence, but hoping that he might elaborate further on this cryptic warning. He does not.
Instead, he leans on your shoulder for support, and waves you forward impatiently.<br/>
[[Continue...|canyon-of-needles-blight-warning]]
<</narration>><<narration>>
You can't help but feel nervous with him at your side. You find yourself equal parts anxious about the supposed
Needle Blights scattered throughout the path ahead and irritated at his coarse breathing, which is much louder
than the crunching of dried pine needles beneath your feet.<br/>
Hoping to diffuse the tense silence, you introduce yourself and ask him his name.
<</narration>>
<<speech>>
You may call me the man.
<</speech>>
<<narration>>
He replies, offering no further comment or sign that he wishes to continue the conversation. Great.<br/>
The path stretches on ahead with no foreseeable end. Returning sounds like a much better idea, though you fear
he might argue with more than words if you choose to abandon him.<br/>
[[Continue...|canyon-of-needles-call-me-the-man]]
<</narration>><<narration>>
The silence stretches on, and your irritation at his vague responses grows.
<</narration>>
<<player-speech>>
What are we looking for?
<</player-speech>>
<<narration>>
He glares at you, huffs, then says.
<</narration>>
<<speech>>
A rogue member of my clan.
<</speech>>
<<narration>>
You nod, once again unsatisfied with his response.
<</narration>>
<<player-speech>>
Well, I will try my best to keep my eyes out. Are they going to be hiding in the needles? Up the canyon walls?
Somewhere behind us? Maybe ever-
<</player-speech>>
<<narration>><</narration>>
<<speech>>
WILL YOU STOP!
<</speech>>
<<narration>>
He shouts at you, but cuts short his rebuke, as a pile of needles rustles before you.<br/>
A mound of foliage rises from the piles that coat the canyon floor, shedding pine needles as it does. Two black
eyes glow malevolently from within.<br/>
You step back and ready your weapon. The strange dwarf readies his strange wand dagger beside you.<br/>
You have only moments to stare at it before it rushes forward as if blown by the wind, with a strange howl! The
needles on the ground shift and shake.<br/>
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("duergarShaman", "Derro")]>>
<<set _combatVictory = "canyon-of-needles-needle-blight-success">>
<<set _combatDefeat = "canyon-of-needles-needle-blight-failure">>
<<set $combat = null>>
<<include "Combat">><<narration>>
As you walk deeper into the forest, you spot wooden steps that have been built along the edge of an enormous tree.
You decide to follow the path, and it leads high into the canopy, and soon, you're amongst the great twisting and
knotted branches of the ancient trees. High above the forest floor, sturdy bridges and platforms serve as walkways
between the maze of massive trunks.<br/>
Suddenly, you hear deep and monstrous wails that shake the foliage all around you. The moans seem to be rising up
from the earth itself. Rounding the next trunk, you find the source of the cries.<br/>
A giant, entirely made of stone, is sitting beside one of the treetop bridges. A Tremor Giant. The mountainous
creature resembles a heavyset man with a great, square beard of slate. Water spilled out of its dark eyes in clear
streams, and its jagged shoulders trembled with each sob. Even hundreds of feet in the air, you barely meet the
giant's rocky chin.
<</narration>>
<div id="tremor-giant-start-fadein"></div>
<<timed 2s>>
<<replace "#tremor-giant-start-fadein" transition>>
<<include "tremor-giant-start-2">>
<</replace>>
<</timed>><<speech>>
Oh great, now we have an audience!
<</speech>>
<<narration>>
A tiny voice snapped in frustration. You look around, but can't find who was speaking.<br/>
A lavender light with shimmering wings is zigging and zagging near the giant's mournful face. The tiny creature
zips over to you, circling you twice, and when it finally stops to hover just before your nose, you see a haggard
old woman no taller than your thumb smoking from a pipe.
<</narration>>
<<speech>>
What do you want? Can't you see I'm working here?
<</speech>>
<<narration>>
The little sprite asks, her voice is surprisingly deep and rough. After taking a long pull from her tiny pipe, she
blows a sparkly teal cloud from her lips and squints at you. Her features are lost beneath a thousand harsh
wrinkles, and her glowing hair is wrapped in a beehive shape atop her head.
<</narration>>
<<speech>>
Get lost, would you! No free show!
<</speech>>
<<narration>>
She snaps her fingers and gestures for you to keep moving across the platform.
<</narration>>
<<speech>>
Hey, I said beat it—
<</speech>>
<<narration>>
The giant's next wave of sobs cuts her off.<br/>
[[Continue...|tremor-giant-sobbing-giant]]
<</narration>><<speech>>
Would you be quiet, you enormous blubbering boulder!
<</speech>>
<<narration>>
She zips to the giant's face and begins kicking his huge, bulbous nose, her tiny feet moving so frantically you
can barely see them. Finally, he sniffs, and his wails turn to a low, sorrowful grumble.
<</narration>>
<<speech>>
Now, quit your whining. These songs aren't that tough, rock head. I bet… I bet even this idiot could figure it
out!
<</speech>>
<<narration>>
The pixie snaps back towards you.
<</narration>>
<<speech>>
You lot know anything about performing?
<</speech>>
<<narration>>
She asks, taking another deep drag from her pipe.
<</narration>>
<<speech>>
Well, listen. Why don't ya help me out? See, I'm in a bit of a pinch. Some uptight, moss-bearded wizard, pardon my
language, blasted my other Tremor Giant to bloody dust two days before the biggest show of my career. So, I've
been trying to teach this lump of boulders to play the beats. But every time, he butchers the song and then runs off
pouting, and we have to start all over again. Now, if I don't get this mountain face to learn my ballads, my career
is over. So, if you can help me teach this giant tomb skull even just one song, I'll be sure it's worth your while.
Alright?
<</speech>>
<<prompt>>
What will you do?<br/>
[[Help the strange pair out|tremor-giant-help-drop-the-beat]] -or-<br/>
[[Respectfully decline|tremor-giant-no-beat-to-give]]
<</prompt>><<narration>>
The gnarled old fairy flies up to your ear and whispers.
<</narration>>
<<speech>>
Look, I get it - you're in a rush, you got things to do. Fair enough. But I mean it - I'll make it worth your
while. I got a little something that might help you on your way. You help me out, it's yours.
<</speech>>
<<narration>>
And she opens her crocheted petticoat to reveal several tiny vials of what look like liquid cold.
<</narration>>
<<speech>>
That's fate-water that is...
<</speech>>
<<prompt>>
What will you do?<br/>
<<link "Alright, Fine! I'll Help" "tremor-giant-help-drop-the-beat">>
<<run Ember.adjustD4Inspiration($pc, 1)>>
<</link>> -or-<br/>
[[Nope, I'm in a hurry! Sorry.|tremor-giant-iced-iced-baby]]
<</prompt>><<run Ember.adjustD4Inspiration($pc, -1)>>
<<run UI.update()>>
<<narration>>
The Tremor Giant grabs you and squeezes until you say yes.<br/>
[[Continue...|tremor-giant-help-drop-the-beat]]
<</narration>><<speech>>
Hey, that's the spirit, sugar! Come on, I'll introduce you.<br/>
DORP! HEY DORP! Listen up.
<</speech>>
<<narration>>
The pixie zips back to the giant's face.
<</narration>>
<<speech>>
Look, look, Gertrude brought you a new friend. See?<br/>
DORP?
<</speech>>
<<narration>>
Dorp asked, looking over at you bashfully. The world shakes at the sound of his voice, and as he wipes away the
river-like tears from across his face, it sounds like steel dragging over ice.
<</narration>>
<<speech>>
Ya, ya, very nice. This friend is going to help you learn the new songs, okay, Dorp?<br/>
DORP?
<</speech>>
<<narration>>
The giant asked again.
<</narration>>
<<speech>>
Eh, yes, yes, they look very nice.<br/>
DORP?<br/>
No, you can't eat them, Dorp.
<</speech>>
<<narration>>
Gertrude sighs. Then she whispers.
<</narration>>
<<speech>>
Actually, if they don't help us out, yes, you can eat them.<br/>
DORP!
<</speech>>
<<narration>>
[[Wait, what was that?|tremor-giant-help-drop-the-beat-2]]
<</narration>><<speech>>
OKAY, HE SAYS HE'S READY!
<</speech>>
<<narration>>
the pixie announces, clapping her hands together.
<</narration>>
<<speech>>
Now, which song do you want to try? Morning Radiance, or Twilight Hunter? Morning Radiance is a favorite of the
Summer Court. Their music is bright, vibrant, cheery, and all that crud. The other is a favorite of the Winter
Court. It's elegant and mysterious, just like those pretentious little ninnies.<br/>
So, which would you like to try?
<</speech>>
<<prompt>>
Which song will you try?<br/>
<<link "Morning Radiance" "tremor-giant-try-morning-radiance">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>> -or-<br/>
<<link "Twilight Hunt" "tremor-giant-try-twilight-hunt">>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<</link>>
<</prompt>><<speech>>
Ah, so you want to give Morning Radiance a go, eh?
<</speech>>
<<narration>>
Gertrude says with a nod.
<</narration>>
<<speech>>
The flower sniffers in the Summer Court will be thrilled, huzzah!
<</speech>>
<<narration>>
She adds sarcastically.
<</narration>>
<<speech>>
Well, here we go, positions!
<</speech>>
<<narration>>
Gertrude begins to wave her hands back and forth in front of your face. Your hair and clothing are thrown wildly
about as the wind begins to swell in a thousand different voices. It seems as if the forest itself is singing; the
rustling of the leaves becomes a breathy hum, and the babble of the streams becomes a rushing chant. Everything
climbs together into a whimsical tune. Now, the melody only needs some percussion.
<</narration>>
<<speech>>
Now, a Tremor Giant uses the different materials on its body to create different sounds. When they use their rocky
hands to tap, drag, poke, bang, and slap different locations on their body, they can create magical percussion
that is wholly attuned to the vibrations of the earth. But when they don't play them in the right order, it sounds
like an avalanche of screaming goats. This one is more fond of the latter, unfortunately.<br/>
Here.
<</speech>>
<<narration>>
Gertrude snaps her fingers, and a stack of cards levitates before her in a plume of pink dust.
<</narration>>
<<speech>>
These glyph-stones will help you memorize each verse. The different glyphs each represent a different part of
Dorp's body. You will call out the different marks to Dorp. Got it?
<</speech>>
<<player-speech>>
[[No, I'm not ready yet....|tremor-giant-mr-ad-instructs-pre]]
<</player-speech>><<speech>>
Ah, so you want to give Twilight Hunter a go, eh?
<</speech>>
<<narration>>
Gertrude says with a nod.
<</narration>>
<<speech>>
The frosty fools of the Winter Court will be thrilled, huzzah!
<</speech>>
<<narration>>
She adds sarcastically.
<</narration>>
<<speech>>
Well, here we go, positions!
<</speech>>
<<narration>>
Gertrude begins to wave her hands back and forth in front of your face. Your hair and clothing are thrown wildly
about as the wind begins to swell in a thousand different voices. It seems as if the forest itself is singing;
the rustling of the leaves becomes a breathy hum, and the babble of the streams becomes a rushing chant.
Everything climbs together into a whimsical tune. Now, the melody only needs some percussion.
<</narration>>
<<speech>>
Now, a Tremor Giant uses the different materials on its body to create different sounds. When they use their rocky
hands to tap, drag, poke, bang, and slap different locations on their body, they can create magical percussion
that is wholly attuned to the vibrations of the earth. But when they don't play them in the right order, it
sounds like an avalanche of screaming goats. This one is more fond of the latter, unfortunately.<br/>
Here.
<</speech>>
<<narration>>
Gertrude snaps her fingers, and a stack of cards levitates before her in a plume of pink dust.
<</narration>>
<<speech>>
These glyph-stones will help you memorize each verse. The different glyphs each represent a different part of
Dorp's body. You will call out the different marks to Dorp. Got it?
<</speech>>
<<player-speech>>
[[No, I'm not ready yet....|tremor-giant-mr-ad-instructs-pre]]
<</player-speech>><<player-speech>>
Hold on, I'm still confused about the-
<</player-speech>>
<<narration>><</narration>>
<<speech>>
GOOD! HERE WE GO! One, two, a one, two, three…
<</speech>>
<<include "tremor-giant-mr-ad-instructs">><<prompt>>
Here's Your Challenge:<br/>
Roll ANY 5 dice. Memorize the numbers on the dice IN THE ORDER THEY ARE ROLLED, and input them into the number
field fields below.<br/>
Once you have them entered and memorized, pick them up and set them aside where you can't see them. (NO CHEATING!)
<</prompt>>
<<set _glyphEntryCount = 5>>
<<set _glyphEntryNextPassage = "tremor-giant-glyphs-verse-1">>
<<include "OmniGlyphEntry">><<set _glyphRecallCount = 5>>
<<set _glyphRecallDelaySeconds = 2>>
<<set _glyphRecallNarrationPassages = ["tremor-giant-glyphs-glyph-1","tremor-giant-glyphs-glyph-2","tremor-giant-glyphs-glyph-3","tremor-giant-glyphs-glyph-4","tremor-giant-glyphs-glyph-5"]>>
<<set _glyphRecallSuccessPassage = "tremor-giant-glyphs-verse-1-success">>
<<set _glyphRecallFailPassage = "tremor-giant-glyphs-verse-1-fail">>
<<include "OmniGlyphRecall">><<speech>>
Hey, not half bad, sugar! Let's take a crack at the next verse. This one has 7 glyphs, so pay attention!
<</speech>>
<<prompt>>
Roll any seven dice this time! Memorize the numbers on the dice IN THE ORDER THEY ARE ROLLED, and input them
into the number fields below.<br/>
Once you have them entered and memorized, pick them up and set them aside where you can't see them. (NO CHEATING!)
<</prompt>>
<<set _glyphEntryCount = 7>>
<<set _glyphEntryNextPassage = "tremor-giant-glyphs-verse-2">>
<<include "OmniGlyphEntry">><<speech>>
NO, NO, NO, NO, NO! By all the colors that sounded worse than a wet fart from a dead Crull-Ox! Do it again, but
do it RIGHT this time, you useless waste of air!
<</speech>>
<<narration>>
[[Try Again...|tremor-giant-mr-ad-instructs]]
<</narration>><<set _glyphRecallCount = 7>>
<<set _glyphRecallDelaySeconds = 2>>
<<set _glyphRecallNarrationPassages = ["tremor-giant-glyphs-glyph-1","tremor-giant-glyphs-glyph-2","tremor-giant-glyphs-glyph-3","tremor-giant-glyphs-glyph-4","tremor-giant-glyphs-glyph-5","tremor-giant-glyphs-glyph-6","tremor-giant-glyphs-glyph-7"]>>
<<set _glyphRecallSuccessPassage = "tremor-giant-glyphs-verse-2-success">>
<<set _glyphRecallFailPassage = "tremor-giant-glyphs-verse-2-fail">>
<<include "OmniGlyphRecall">><<speech>>
Alright that was pretty good... But don't get cocky, cause this last one is the toughest one.
<</speech>>
<<prompt>>
Roll any nine dice this time! Memorize the numbers on the dice IN THE ORDER THEY ARE ROLLED, and input them into
the number fields below.<br/>
Once you have them entered and memorized, pick them up and set them aside where you can't see them. (NO CHEATING!)
<</prompt>>
<<set _glyphEntryCount = 9>>
<<set _glyphEntryNextPassage = "tremor-giant-glyphs-verse-3">>
<<include "OmniGlyphEntry">><<speech>>
AAAUUUGGGHHH STOP STOP!!! I'd rather claw my own ears off and eat them than hear that cacophonous catastrophe
anymore. Again from the top, and this time DON'T SCREW IT UP!
<</speech>>
<<narration>>
[[Try Again...|tremor-giant-mr-ad-instructs]]
<</narration>><<set _glyphRecallCount = 9>>
<<set _glyphRecallDelaySeconds = 2>>
<<set _glyphRecallNarrationPassages = ["tremor-giant-glyphs-glyph-1","tremor-giant-glyphs-glyph-2","tremor-giant-glyphs-glyph-3","tremor-giant-glyphs-glyph-4","tremor-giant-glyphs-glyph-5","tremor-giant-glyphs-glyph-6","tremor-giant-glyphs-glyph-7","tremor-giant-glyphs-glyph-8","tremor-giant-glyphs-glyph-9"]>>
<<set _glyphRecallSuccessPassage = "tremor-giant-glyphs-verse-3-success">>
<<set _glyphRecallFailPassage = "tremor-giant-glyphs-verse-3-fail">>
<<include "OmniGlyphRecall">><<if Ember.hasVisitedLocation($pc, "tremor-giant-try-morning-radiance")>>
<<include "tremor-giant-glyphs-verse-3-success-summer">>
<<elseif Ember.hasVisitedLocation($pc, "tremor-giant-try-twilight-hunt")>>
<<include "tremor-giant-glyphs-verse-3-success-winter">>
<</if>><<narration>>
Gertrude shakes her tiny wrinkled face and grasps the bridge of her nose.
<</narration>>
<<speech>>
My mother, gods rest her weary soul, told me never to be critical of someone's art. If she'd ever heard anything
like that, I'm fairly certain she would have made an exception before promptly dying of exposure to stupidity.
It's a wonder the sky didn't open and strike us down for that piece of blasphemy.<br/>
Again, from the top. But so help me if it's anything like that, I will drown myself in a bucket of thread-leeches.
<</speech>>
<<narration>>
[[Try Again...|tremor-giant-mr-ad-instructs]]
<</narration>><<narration>>
Dorp taps his finger rapidly on his bouldery knees in a syncopated rhythm.
<</narration>><<narration>>
Dorp responds to the glyph you show him by slapping the sides of his head with the flat of his palm with a pulsing
beat.
<</narration>><<narration>>
Dorp squints at the glyph you hold up, and beats his broad slate chest with both closed fists.
<</narration>><<narration>>
Dorp sees the glyph you hold aloft and begins tapping his large slate teeth with the little fingers of each hand.
It looks ridiculous, but sounds surprisingly musical. Like a stone xylophone...
<</narration>><<narration>>
Dorp gets excited when he sees the next glyph. He runs his knuckles along his rocky ribs, making an ascending
rhythmic tickering sound. He giggles a grindy giggle. He's literally tickling himself...
<</narration>><<narration>>
Dorp nods determinedly and picks up two stones. With surprising dexterity he begins knocking them against each other,
producing a high and low tone that play off each other merrily with the melody.
<</narration>><<narration>>
Dorp looks confused for a moment, but finally reaches down and begins plucking his stony toes like the keys of a
thumb piano.
<</narration>><<narration>>
The next glyph makes Dorp grunt with irritation. You understand why, when he turns around, exposes his rocky backside
to you, and begins playing each cheek like a drum...
<</narration>><<narration>>
The next glyph must symbolize the grand finale, because Dorp's look of concentration deepens, and his slab-hands
fly around his body, smacking, tapping, pounding, and beating nearly every rocky surface of his stony body. The
effect is...interesting to witness...
<</narration>><<narration>>
You've done it! The sounds of the world swell as Dorp falls into a perfect flow, beating against the different
materials of his body beat after beat. Sunlight seems to radiate off the Tremor Giant in golden waves with each
note, and canary-colored flowers blossom in the leaves all around you. You feel rejuvenated and flushed with
energy as Dorp masterfully quickens the beat and ruby dahlias sprout around your feet.
<</narration>>
<div id="tremor-giant-glyphs-verse-3-success-summer-fadein"></div>
<<timed 2s>>
<<replace "#tremor-giant-glyphs-verse-3-success-summer-fadein" transition>>
<<include "tremor-giant-song-finished-1">>
<</replace>>
<</timed>><<narration>>
You've done it! The sounds of the world swell as Dorp falls into a perfect flow, beating against the different
materials of his body beat after beat. Despite it being midday, moonlight seems to radiate off the Tremor Giant
in soft blue waves with each note, and cool-colored flowers blossom in the leaves all around you. You feel
rejuvenated and flushed with energy as Dorp masterfully swells the beat and purple dahlias sprout around your
feet.
<</narration>>
<div id="tremor-giant-glyphs-verse-3-success-winter-fadein"></div>
<<timed 2s>>
<<replace "#tremor-giant-glyphs-verse-3-success-winter-fadein" transition>>
<<include "tremor-giant-song-finished-1">>
<</replace>>
<</timed>><<speech>>
Well, I must admit, I'm impressed.
<</speech>>
<<narration>>
Gertrude says earnestly as the song fades into the wind.
<</narration>>
<<speech>>
DORP!
<</speech>>
<<narration>>
Dorp adds, shaking the earth.
<</narration>>
<<speech>>
Heck, I think we're ready for the show!
<</speech>>
<<narration>>
Gertrude calls up to the Tremor Giant.
<</narration>>
<<speech>>
DORP!<br/>
Oh, and here, for your troubles. Now scram.
<</speech>>
<<narration>>
Gertrude tosses you a glowing luck potion.
<</narration>>
<div id="tremor-giant-song-finished-1-fadein"></div>
<<timed 2s>>
<<replace "#tremor-giant-song-finished-1-fadein" transition>>
<<include "tremor-giant-song-finished-2">>
<</replace>>
<</timed>><<speech>>
DORP! DORP!
<</speech>>
<<narration>>
Dorp cries, pointing a giant, craggy finger at you.
<</narration>>
<<speech>>
No, Dorp.<br/>
DORP!<br/>
Well, I suppose you already learned the song.
<</speech>>
<<narration>>
Gertrude shrugs.
<</narration>>
<<speech>>
Fine. You can eat them. But be quick about it, I've got places to be, Dorp.
<</speech>>
<<narration>>
[[Wait, What????|tremor-giant-flee-the-feast]]
<</narration>><<speech>>
DORP!
<</speech>>
<<narration>>
The giant cries out in glee as an enormous hand comes crashing through the branches to grab you. You feel as
small as a gnat as the rocky palm and fingers surround you and block out the light!<br/>
You turn to flee, and see there are two paths of escape.<br/>
To your right is a large bridge that arches higher into the forest canopy.<br/>
To your left is a spiraling staircase that leads back down to the open forest floor.
<</narration>>
<<prompt>>
Which do you choose?<br/>
[[The Bridge|tremor-giant-flee-the-bridge]] -or-<br/>
[[The Staircase|tremor-giant-flee-the-staircase]]
<</prompt>><<narration>>
You turn and sprint desperately across the nearby bridge to your right. It is heavily obscured by the forest
canopy - branches and leave slap and slash your arms and face as you run for your life!<br/>
You hear the mighty crash of falling trees as Dorp pursues you. His massive hand is seeking you now amongst the
foliage but it appears he's having trouble seeing you!<br/>
You're forced to throw yourself to the side, hoping to escape his monstrous fingers!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tremor-giant-flee-the-bridge-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "tremor-giant-flee-the-bridge-success">>
<<elseif _totalResult lt _dc>>
<<include "tremor-giant-flee-failure">>
<</if>><<narration>>
Dorp's fingers close in! You roll over your shoulder, and it sounds like a glacier is shattering all around you
as Dorp clamps his hand shut. You narrowly slide between his huge fingers.
<</narration>>
<<speech>>
Slippery little fish, this one!
<</speech>>
<<narration>>
Gertrude says, sounding begrudgingly impressed.<br/>
You hurry back to your feet and sprint down the bridge, heart racing and arms pumping as Dorp slings another hand
after you. His gigantic fist crashes through the bridge in front of you, sending splinters and shrapnel
spiraling through the air.<br/>
You vault the distance and barely jump across the gap!
<</narration>>
<<speech>>
DORP!
<</speech>>
<<narration>>
The giant calls furiously as you vanish deeper into the trees. Eventually, the crashing sounds of the giant
pursuing you fade.<br/>
You take a moment to collect yourself, then turn your feet back on the path towards what you hope is the Sybaris
Fete...<br/>
Musical Giants. Cantankerous Fairies. What's next???><br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
You turn and sprint for the spiral stairs at your left. You half-run half-fall down the stairs, desperate to get
to the forest floor and away from the lumbering giant!<br/>
You hear the mighty crash of falling branches and timbers as Dorp's massive hand gropes along the stairs to find
you!<br/>
His great grey eyes follow you relentlessly as his hands grasp like a cat catching a mouse. You're forced to
throw yourself to the side, hoping to escape his monstrous fingers!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tremor-giant-flee-the-staircase-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "tremor-giant-flee-the-staircase-success">>
<<elseif _totalResult lt _dc>>
<<include "tremor-giant-flee-failure">>
<</if>><<narration>>
Dorp's fingers close in! You roll over your shoulder, and it sounds like a glacier is shattering all around you
as Dorp clamps his hand shut. You narrowly slide between his huge fingers.
<</narration>>
<<speech>>
Slippery little fish, this one?
<</speech>>
<<narration>>
Gertrude says, sounding begrudgingly impressed.<br/>
You hurry back to your feet and sprint down the staircase, heart racing and arms pumping as Dorp slings another
hand after you. His gigantic fist crashes above you, sending splinters and shrapnel spiraling through the air.<br/>
You throw yourself down the steps and crash into the forest floor!
<</narration>>
<<speech>>
DORP!
<</speech>>
<<narration>>
The giant calls furiously as you stand and dart away, vanishing deeper into the woods. Eventually, the crashing
sounds of the giant pursuing you fade.<br/>
You take a moment to collect yourself, then turn your feet back on the path towards what you hope is the Sybaris
Fete...<br/>
Musical Giants. Cantankerous Fairies. What's next???<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
Dorp's fingers close in on you! You dive to the side, but the world falls black around you as you slam into the
stone of the giant's hand. Up and up you rise in Dorp's grasp.<br/>
<</narration>>
<<speech>>
A real shame.
<</speech>>
<<narration>>
You hear Gertrude sigh somewhere below before she starts sucking on her tiny pipe.
<</narration>>
<<speech>>
You had a lot of performance potential.
<</speech>>
<<narration>>
Sunlight comes lancing in as the giant spreads his jagged fingers. You cling to the rocky fingers and look down.
You're hundreds of feet in the air. Dorp's cavernous maw is spread wide below you, a black and empty pit that
seems to descend forever and ever. You cling to the giant's fingers, desperate to avoid falling into his
rocky maw.
<</narration>>
<<speech>>
DORP!
<</speech>>
<<narration>>
Dorp roars and begins to shake his hand to wriggle you off.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tremor-giant-flee-failure-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "tremor-giant-flee-failure-success">>
<<elseif _totalResult lt _dc>>
<<include "tremor-giant-flee-failure-failure">>
<</if>><<narration>>
You struggle and grasp desperately at Dorp's fingers, but can find no purchase in his stony skin. Dorp shakes
his hand one last time, and you are dislodged and plummet through the air!
<</narration>>
<<speech>>
DORP!
<</speech>>
<<narration>>
Dorp cries, and opens his stony mouth wide. Somehow you are able to catch the teeth of his upper jaw with your
hands, and plant your feet on his lower jaw. You stand suspended comically over his jaw, and watch many of your
feyworldly belongings shake loose and fall into Dorp's open mouth.<br/>
With a quick jerk, Dorp pulls you back up off his teeth, opens his mouth even wider, and drops you down into
his gullet...<br/>
<<link "Continue..." "tremor-giant-flee-failure-fool-fix">>
<<run Ember.removeLowestInspiration($pc)>>
<<run Ember.removeLowestInspiration($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
You thought the darkness was the inside of the Tremor Giant's gut, but then... you feel warmth on your face, you
open your eyes, and you find yourself laying on the ground of a forest pathway in the soft grass. As you sit up,
patting yourself in surprise at not being a tasty snack for a giant, you hear the Fool' laughter floating to you
on the wind. Once again, this strange entity has stepped in to help in the nick of time<br/>
You take a moment to collect yourself, then turn your feet back on the path towards what you hope is the Sybaris
Fete...<br/>
Musical Giants. Cantankerous Fairies. What's next???<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
You stare down into the empty void that is Dorp's throat, and your grip begins to give way.<br/>
Just as you feel yourself begin to fall, you kick off the Dorp's mountainous hand and flip towards his wrist.
You slam into the hard stone of his arm and begin to slide down the slick rock face as gracefully as a sledder
down a snowy hill. As you reach the giant's elbow, you launch yourself back into the trees. The thick canopy and
dense leaves slow your fall enough that when you come crashing back into the bridge, you're unharmed.
<</narration>>
<<speech>>
DORP!
<</speech>>
<<narration>>
The giant cries out in hunger!<br/>
But you're already back on your feet! Sprinting, you vanish deeper into the woods. Eventually, the crashing sounds
of the giant pursuing you fade.<br/>
You take a moment to collect yourself, then turn your feet back on the path towards what you hope is the Sybaris
Fete...<br/>
Musical Giants. Cantankerous Fairies. What's next???<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<narration>>
Pleasantly warm morning light falls on you as you wade through a prairie filled with life. Soft, green, tall grass
comes up to your knees on either side of the small trail you have been following. Puffy, white clouds float slowly
across the sky, and you find yourself smiling slightly despite all that has befallen you since you arrived here.<br/>
In the distance, birds of many colors flit from tree to tree, and the occasional squirrel can be seen stashing food
for winter in the higher limbs. Winter is a distant worry for you on such a beautiful day.<br/>
Just ahead of you, the trail opens up to a small area of hard-packed dirt. It looks like this is a place used for
resting while traversing the wilds. You can see a small stack of wood next to a ring of stones with black and grey
ash in the center. A small wooden chest with a metal latch sits adjacent to the fire pit.<br/>
Your curiosity is piqued!<br/>
[[Continue...|mini-fey-wild-investigate-campsite]]
<</narration>><<narration>>
As you step onto the baked earth of the small clearing, you seem to have attracted the interest of a small red bird.
With a few polite chirps, it lands in the shorter grass surrounding the site and begins foraging for grubs and insects.<br/>
After observing for a few moments, you feel confident the bird is not a threat, and you continue towards the wooden
chest. A bronze latch keeps the box closed.
<</narration>>
<<prompt>>
Would you like to check for traps before opening the chest?<br/>
[[Check for traps|mini-fey-wild-check-chest-for-traps]] -or-<br/>
[[Open the chest|mini-fey-wild-open-the-chest]]
<</prompt>><<narration>>
Something unsettles you about the chest. You give it a closer look, wary of touching the wood or bronze. It is carved
with intricate woodland creatures. Birds, deer, and small mammals frolic among the delicately made trees and flowers.
<</narration>>
<<set _targetStat = "Investigation">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "mini-fey-wild-chest-trap-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-chest-investigation-pass">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-chest-investigation-fail">>
<</if>><<narration>>
Someone has spent a lot of time carving the wood. You are able to make out individual feathers, leaves, and even
strands of fur. There is something vaguely arcane about the box, but it doesn't seem to mean you harm.<br/>
<</narration>>
<<include "mini-fey-wild-chest-investigation-fail">><<narration>>
The whimsical carvings put your mind at ease. The sinister feeling you got initially fully dissipates. You shrug,
and think: what's the worst that can happen?<br/>
<</narration>>
<<include "mini-fey-wild-open-the-chest">><<narration>>
You decide to open the chest. You kneel in the dirt and carefully unlatch the top. You pause, just to be extra
careful. Nothing appears amiss. You put one hand on either side of the lid, and slowly open it.<br/>
A loud, whooshing noise roars in your ears as a blast of air hits you in the face. Your hair whips back, and your
vision begins to distort. Then suddenly everything stops, and there is a brief tense moment of stillness. Then just
as suddenly the wind reverses, and you feel yourself being pulled into the small wooden box.<br/>
Your body starts to tingle as you try to resist the current of energy.
<</narration>>
<<if Ember.hasVisitedLocation($pc, "mini-fey-wild-chest-investigation-pass")>>
<<narration>>
Having already sensed the arcane nature of the chest, you brace yourself for what's coming — roll this Wisdom check
with advantage (2d20, take the higher) before entering your total.
<</narration>>
<</if>>
<<set _targetStat = "Wisdom">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "mini-fey-wild-open-chest-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-wisdom-pass">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-wisdom-fail">>
<</if>><<narration>>
At first it feels like your limbs are being pulled and elongated. Just as your head passes into the chest, the
feeling reverses and everything is crunched together.<br/>
In the dashes of color you see the top of the chest closing over your head. Thinking quickly, you throw your hand
out and fling it back open.<br/>
The sensation is overwhelming and you shut your eyes to block out the chaos. The roaring in your ears peaks, then
seems to settle.<br/>
After some time, you open your eyes, hoping everything has settled.<br/>
[[Continue...|mini-fey-wild-day-2-box-open]]
<</narration>><<narration>>
At first it feels like your limbs are being pulled and elongated. Just as your head passes into the chest, the
feeling reverses, and everything is crunched together. The sensation is overwhelming, and you shut your eyes to
try to regulate yourself. The roaring in your ears peaks, then seems to settle.<br/>
After some time, it feels like things have returned to normalcy.<br/>
[[Continue...|mini-fey-wild-day-2-box-closed]]
<</narration>><<narration>>
You peel open your eyes to a rather confusing sight. You are standing on a wooden floor that appears to have been made
from huge, old-growth planks. The width of these planks is larger than your height - you can't imagine how monstrous
these trees must have been while they were still living. The four walls surrounding you are made of the same materials.<br/>
As you look up, your perception shifts. You see large bronze hinges at the top of one side of the wall, and in place of
a ceiling, the room opens to the sky. The puffy white clouds are still gently floating across the length of it. Even
with your hands extended, you would need to jump very high to reach the edge.<br/>
Everything seems to snap into place, and you realize you are inside the small chest you just opened. Scattered about
the room, there are large bundles, a box, and a large basin of some kind that reaches above your head. You bend your
legs and think you might be able to make the jump to the lip of the wall. Maybe you can use something to climb out of
the box?<br/>
[[Continue...|mini-fey-wild-attempt-jump-open-box]]
<</narration>><<narration>>
You peel open your eyes and see in the dim light, a sight that fills you with confusion. You are standing on a wooden
floor that appears to have been made from huge, old-growth planks. The width of these planks is larger than your
height - you can't imagine how monstrous these trees must have been while they were still living. The four walls
surrounding you have been made from the same materials. Small rays of light peek in through cracks in the walls, but
the room is quite dark, and it is difficult to get your bearings.<br/>
As you look up, you see large hinges at the top of one side of the wall. Even with your hands extended, you would
need to jump very high to reach the edge.<br/>
Scattered around the room are large bundles and boxes. Maybe you can use something to escape the room?
<</narration>>
<<set _targetStat = "Investigation">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "mini-fey-wild-dark-box-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-investigate-dark-box-pass">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-investigate-dark-box-fail">>
<</if>><<narration>>
You slowly begin to feel your way around the room. There are several large wooden boxes, large glass cylinders, and
what feels like a large round basin of some kind.<br/>
<</narration>>
<<include "mini-fey-wild-fool-opens-chest">><<run Ember.adjustHp($pc, -1)>>
<<run UI.update()>>
<<narration>>
You slowly begin to feel your way around the room. Before you make it very far, you feel your foot slam into something
large and metal.<br/>
Pain shoots up your leg as the familiar sting of a stubbed toe settles in. You are forced to take a few moments to
breathe deeply. After three breaths, the pain lessens, and you continue making your way around the room.<br/>
Moving much more carefully than before, you identify several large wooden boxes, large glass cylinders, and what feels
like a large round basin of some kind.<br/>
<</narration>>
<<include "mini-fey-wild-fool-opens-chest">><<narration>>
Everything seems to snap into place, and you realize you are inside the small chest you just opened. Your mind begins
racing, trying to think of a way out of the situation you have found yourself in.<br/>
When you opened the box, the lid had a good weight to it. Scanning the room, you think that even if you stacked
several items on top of each other, you probably wouldn't be strong enough to push your way out. Hopelessness washes
over you, and you sink to your knees. Maybe one of these containers has food, and surely someone will pass through
the camp eventually?<br/>
Just as your thoughts settle, you feel a slight vibration in the box. It is quickly followed by another, then another,
and they seem to be getting stronger. Sunlight blinds your eyes as the roof to your box is pried open.<br/>
You feel a rush of relief as The Fool's familiar, if gigantic, face looks down at you. He brings an index finger up to
his mouth and makes a shushing motion before fully swinging the lid open. His face retreats and you feel the tremor of
his receding footsteps.
<</narration>>
<<prompt>>
Would you like to call out to him, or will you remain quiet?<br/>
[[Shout to the Fool|mini-fey-wild-shout-to-fool]] -or-<br/>
[[Remain quiet|mini-fey-wild-remain-quiet]]
<</prompt>><<player-speech>>
Wait!! Come back!! Please help me out of the box!
<</player-speech>>
<<narration>>
You shout at the top of your lungs. You take a moment to listen, hoping he will return. Instead, the sound of his
footsteps peters out, and you are left with only the sounds of nature.<br/>
It seems all of the ruckus you made has attracted the attention of the red bird from earlier. You see her land gently,
her feet gripping the side of the chest. The bird slants her head to the side and looks at you with interest. You
can't help but think she is looking at you with the same predatory gaze she would give a worm.<br/>
[[Continue...|mini-fey-wild-day-3-bird-swoops-in]]
<</narration>><<narration>>
Surely The Fool meant something by gesturing for you to be quiet. It seems you will have to find your way out of the
situation by yourself. With the box opened, you feel a bit of hope that you might be able to get yourself out of
the chest.<br/>
You bend your legs and think you might be able to make the jump to the lip of the wall. Maybe you can use something
to climb out of the box?<br/>
[[Continue...|mini-fey-wild-attempt-jump-open-box]]
<</narration>><<narration>>
You slowly scan the room and see a sturdy-looking box. With a little extra work, you might be able to push it against
the wall to exchange one giant jump for two of a more manageable size.
<</narration>>
<<prompt>>
Would you like to push the boxes to make the jump easier?<br/>
[[Push the boxes together|mini-fey-wild-push-boxes]] -or-<br/>
[[Just make the jump|mini-fey-wild-make-the-jump]]
<</prompt>><<narration>>
You decide that a little bit of extra work up front would probably make your life much easier in the long run. The
large box is made of polished wood and has a seam near the top, suggesting it can probably be opened in some way.
<</narration>>
<<prompt>>
Would you like to attempt to open the box, or go straight to pushing it closer to the wall?<br/>
[[Open the polished box|mini-fey-wild-open-polished-box]] -or-<br/>
[[Push the box to the wall|mini-fey-wild-push-box-to-wall]]
<</prompt>><<narration>>
If you push up onto the balls of your feet, the top of the box is at your eye level. You notice a large knot in the
wood that almost looks like a shining flower. You reach for it and feel the chilled, smooth grain of the wood under
your fingertips. Surprisingly, the lid slides along the top with a little pressure. You push until you are limited by
the length of your arms, then peek inside the box.<br/>
It is filled with chunks of white crystal, each about the size of your thumbnail. Thinking quickly, you realize this
would be a small box of salt if you were your normal size. Your understanding shifts again, and you realize just how
small you have become.<br/>
You slide the lid back into place and shake your head; the sooner you are out of this mess, the better.<br/>
[[Continue...|mini-fey-wild-push-box-to-wall]]
<</narration>><<narration>>
You brace both hands on the smooth wood and push through your feet.
<</narration>>
<<set _targetStat = "Strength">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "mini-fey-wild-push-box-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-strength-push-pass">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-strength-push-fail">>
<</if>><<narration>>
Even with all your strength, the box won't budge.<br/>
<</narration>>
<<include "mini-fey-wild-make-the-jump">><<narration>>
Before long, the box begins to move across the floor, and one step at a time you are able to push it against the wall
of the chest.<br/>
Well, nothing to do now but try to make the jump. You do a couple of deep squats, hoping they help to warm up your
muscles; a running start would probably help you jump a little bit higher. You step a few paces back from the wall and
run toward it, hoping you can make it to the rim of the large chest.
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "mini-fey-wild-jump-with-box-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-jump-with-box-pass">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-jump-with-box-fail">>
<</if>><<narration>>
You feel energy flow through your body as you sprint towards the box. Before you realize what's happening, your feet
are leaving the ground and landing on the polished surface of the box. Keeping the momentum, you spring up again, grip
the lid, and pull yourself up. It feels almost euphoric to look down to where you came from; you've accomplished a
mighty feat.<br/>
At least until you look down at the earth on the other side of the wall and realize you'll also have to find a way down.<br/>
[[Continue...|mini-fey-wild-day-3-bird-arrives-on-ledge]]
<</narration>><<narration>>
You feel energy flow through your body as you sprint towards the box. Before you realize what's happening, your feet
are leaving the ground, and your hands are trying to gain purchase on the polished wood of the box. It's slippery!
Instead of hauling yourself up, you feel yourself sliding down the side of the wooden surface. With your last bit of
strength, you try to stop yourself from falling, but you're unable to find anything to grip onto. For less than a
second, you are falling through space until you land sprawled on the floor.<br/>
Cool wood rests against your now-heated cheeks. You feel ashamed that you couldn't make it out, even with the box
pushed against the wall. You climb to your feet and brush yourself off.<br/>
It seems all of the ruckus you made has attracted the attention of the red bird from earlier. You see her land gently,
her feet gripping the side of the chest. The bird slants her head to the side and looks at you with interest. You can't
help but think she is looking at you with the same predatory gaze she would give a worm.<br/>
[[Continue...|mini-fey-wild-day-3-bird-swoops-in]]
<</narration>><<narration>>
You walk up to the wall, place your hands on the smooth surface, and look up. It is going to be quite a high jump, but
where there's a will, there's a way.<br/>
Well, nothing to do now but try to make the jump. You do a couple of deep squats, hoping they help to warm up your
muscles; a running start would probably help you jump a little bit higher. You step a few paces back from the wall and
run towards it, hoping you are able to make it to the rim.
<</narration>>
<<set _targetStat = "Strength">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "mini-fey-wild-jump-no-box-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-jump-no-box-pass">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-jump-no-box-fail">>
<</if>><<narration>>
You feel energy flow through your body as you sprint towards the wall. Before you realize what's happening, your feet
are leaving the ground, and you are able to grip the lid of the box and pull yourself up all the way. It feels almost
euphoric to look down at where you came from; you've accomplished a mighty feat.<br/>
At least until you look down at the earth on the other side of the wall and realize you'll also have to find a way down.<br/>
[[Continue...|mini-fey-wild-day-3-bird-arrives-on-ledge]]
<</narration>><<narration>>
You feel energy flow through your body as you sprint towards the wall. Before you realize what's happening, your feet
are leaving the ground, and your hands fall significantly short of the chest's edge. With your last bit of strength,
you try to scramble up, but you're unable to find anything to grip onto. For less than a second, you are falling
through space until you land sprawled on the floor.<br/>
Cool wood rests against your now heated cheeks. You know it was going to be a nearly impossible jump; at least you
tried. You climb to your feet and brush yourself off.<br/>
It seems all of the ruckus you made has attracted the attention of the red bird from earlier. You see her land gently,
her feet gripping the side of the chest. The bird slants her head to the side and looks at you with interest. You can't
help but think she is looking at you with the same predatory gaze she would give a worm.<br/>
[[Continue...|mini-fey-wild-day-3-bird-swoops-in]]
<</narration>><<narration>>
The bird tips her body forward and dives into the box, landing close enough that a rush of wind brushes your cheek.
What you had initially perceived as a small bird that could easily fit in the palm of your hand now appears to be a
serious threat to your person. The bird is at least twice as tall as you are. She takes a small hop closer to you.<br/>
Maybe you could try to befriend her?
<</narration>>
<<prompt>>
[[Try to befriend her|mini-fey-wild-befriend-bird-in-box]] -or-<br/>
You've learned not to trust strange creatures in this land: [[draw your weapon|mini-fey-wild-draw-weapon-in-box]]
<</prompt>><<narration>>
You try to recall any avian knowledge you may have gathered over your life. Slowly, you reach your hand out and speak
to it in a soft, calming voice.
<</narration>>
<<player-speech>>
Hey there, birdy. Your feathers are beautiful, and I mean you no harm. In fact, I find myself in a little bit of
trouble. I could use a ride down to the ground.
<</player-speech>>
<<narration>>
You take a small step closer to the bird.
<</narration>>
<<set _targetStat = "Wisdom">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = "Roll for Animal Handling (Wisdom) skill check">>
<<set _checkResultsPassage = "mini-fey-wild-befriend-in-box-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-befriend-bird-in-box-pass">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-befriend-bird-in-box-fail">>
<</if>><<narration>>
Her eyes soften, and she lowers herself into a seat; it seems you are no longer being regarded as a potential next
meal. You let out a breath you didn't know you were holding and continue to approach the bird. For some reason, you
get the impression that the bird understands your plight and is sympathetic to it. Maybe she will be willing to take
you out of the box?<br/>
You carefully make contact with her feathers and run your fingers along her side. Her plumage is deceptively soft.
She seems unbothered, though she is keeping an eye on you. You test her by putting more of your weight into your
hands and trying to pull yourself up. In response, she lowers herself down further, making it easier for you to
push yourself up onto her back.<br/>
Though you have never ridden a bird before, you find a reasonably sturdy place to hold on between her wings. Your
body is partially covered by feathers and quickly becomes pleasantly warm.<br/>
Without warning, she spreads her wings and launches out of the box. After a few powerful beats of her wings, you
are clear of the box that had entrapped you.<br/>
[[Continue...|mini-fey-wild-flight-of-the-bird-riding]]
<</narration>><<narration>>
She mirrors your step and hops a little closer to you.<br/>
You have never been this close to a bird before, let alone having to look up to gaze into their eyes. The dark skin
haloing her deep, molasses-colored eyes is textured, almost like small black scales. Alarmingly, you get the sense
that this creature might be much more intelligent than a normal bird.<br/>
She draws her head back and, just as quickly, gives her wings a beat, propelling her forward at you.
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "mini-fey-wild-dex-in-box-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-dex-pass-inside-box">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-dex-fail-inside-box">>
<</if>><<narration>>
Springing lightly on the balls of your feet, you leap backward. You feel a moment of elation at your agility!<br/>
Faster than you would have thought possible, the bird beats her wings and lunges towards you. Before you know what
is happening, you feel her strong, leather claws wrap around your torso. She spreads her wings and launches out of
the box.<br/>
Her nails dig into your sides, but you can't help but feel a moment of relief as she clears the edge of the box and
begins flying in the open meadow.<br/>
<<link "Continue..." "mini-fey-wild-flight-of-the-bird-claws">>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<</link>>
<</narration>><<narration>>
Attempting to spring lightly on the balls of your feet, you leap backward. Unfortunately, your feet move slower than
you wanted them to, and you find yourself, once again, prostrate along the floor of the box.<br/>
Faster than you would have thought possible, the bird beats her wings and lunges towards you. Before you know what
is happening, you feel her strong, leather claws wrap around your torso. She spreads her wings and launches out of
the box.<br/>
Her nails dig into your sides, but you can't help but feel a moment of relief as she clears the edge of the box and
begins flying in the open meadow.<br/>
<<link "Continue..." "mini-fey-wild-flight-of-the-bird-claws">>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<</link>>
<</narration>><<narration>>
You carefully grind both of the balls of your feet into the floor of the chest. You feel strong and centered as you
draw your <<print Ember.getItem($pc.weapon).name>>.<br/>
You have never been this close to a bird before, let alone having to look up to gaze into their eyes. The dark skin
haloing her deep, molasses-colored eyes is textured, almost like small black scales. Alarmingly, you get the sense
that this creature might be much more intelligent than a normal bird.<br/>
Faster than you would have thought possible, the bird beats her wings and lunges towards you. Before you know what
is happening, you feel her strong, leathery claws wrap around your torso. You just manage to keep a grip on your
<<print Ember.getItem($pc.weapon).name>> as she spreads her wings and launches out of the box.<br/>
Her nails dig into your sides, but you can't help but feel a moment of relief as she clears the edge of the box and
begins flying in the open meadow.<br/>
<<link "Continue..." "mini-fey-wild-flight-of-the-bird-claws">>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<</link>>
<</narration>><<narration>>
A rush of wind brushes your cheek, and you turn to see the red bird from before. What you had initially perceived as
a small bird that could easily fit in the palm of your hand now appears to be a serious threat to your person. As
the creature lands on the lip of the box across from you, the box trembles slightly under your feet. The bird is
at least twice as tall as you are.<br/>
The bird slants her head to the side and looks at you with interest. Although it is looking at you with the same
predatory gaze it would give a worm, at the end of the day it is just a bird. Maybe you could try to befriend it?
<</narration>>
<<prompt>>
[[Try to befriend it|mini-fey-wild-befriend-bird-on-ledge]] -or-<br/>
You've learned not to trust strange creatures in this land: [[draw your weapon|mini-fey-wild-draw-weapon-on-ledge]]
<</prompt>><<narration>>
You try to recall any avian knowledge you may have gathered over your life. Slowly, you reach your hand out and
speak to it in a soft, calming voice.
<</narration>>
<<player-speech>>
Hey there, birdy. Your feathers are beautiful, and I mean you no harm. In fact, I find myself in a little bit of
trouble. I could use a ride down to the ground.
<</player-speech>>
<<narration>>
You take a small step closer to the bird.
<</narration>>
<<set _targetStat = "Wisdom">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = "Roll for Animal Handling (Wisdom) skill check">>
<<set _checkResultsPassage = "mini-fey-wild-befriend-on-ledge-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-befriend-bird-on-ledge-pass">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-befriend-bird-on-ledge-fail">>
<</if>><<narration>>
Her eyes soften, and she lowers herself into a seat; it seems you are no longer being regarded as a potential next
meal. You let out a breath you didn't know you were holding and continue to approach the bird. For some reason, you
get the impression that the bird understands your plight and is sympathetic to it. Maybe she will be willing to take
you to the ground?<br/>
You carefully make contact with her feathers and run your fingers along her side. Her plumage is deceptively soft.
She seems unbothered, though she is keeping an eye on you. You test her by putting more of your weight into your
hands and trying to pull yourself up. In response, she lowers herself down further, making it easier for you to
push yourself up onto her back.<br/>
Though you have never ridden a bird before, you find a reasonably sturdy place to hold on between her wings. Your
body is partially covered by feathers and quickly becomes pleasantly warm.<br/>
Without warning, she spreads her wings and tips off the box. Your stomach drops in the freefall, but as quickly as
she made the jump, she banks into a turn and gains altitude.<br/>
[[Continue...|mini-fey-wild-flight-of-the-bird-riding]]
<</narration>><<narration>>
She mirrors your step and hops a little closer to you.<br/>
You have never been this close to a bird before, let alone having to look up to gaze into their eyes. The dark skin
haloing her deep, molasses-colored eyes is textured, almost like small black scales. Alarmingly, you get the sense
that this creature might be much more intelligent than a normal bird.<br/>
She draws her head back and, just as quickly, gives her wings a beat, propelling her forward at you.
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "mini-fey-wild-dex-on-ledge-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "mini-fey-wild-dex-pass-out-of-box">>
<<elseif _totalResult lt _dc>>
<<include "mini-fey-wild-dex-fail-out-of-box">>
<</if>><<narration>>
Springing lightly on the balls of your feet, you leap backward. You feel a moment of elation at your agility!<br/>
Faster than you would have thought possible, the bird beats her wings and lunges towards you. Before you know
what is happening, you feel her strong, leather claws wrap around your torso. Her nails dig into your rib cage
as she tips her body and dives off the side of the chest.<br/>
Your stomach drops in the freefall, but as quickly as she made the jump, she banks into a turn and gains altitude.<br/>
[[Continue...|mini-fey-wild-flight-of-the-bird-claws]]
<</narration>><<narration>>
Attempting to spring lightly on the balls of your feet, you leap backward. Unfortunately, you miss the narrow edge
you have been balanced on, and your stomach drops as you begin to freefall towards the ground.<br/>
Faster than you would have thought possible, the bird beats her wings and lunges towards you. Before you know what
is happening, you feel her strong, leather claws wrap around your torso. Her nails dig into your rib cage as she
begins to gain elevation, but you prefer this fate to smashing into the ground.<br/>
<<link "Continue..." "mini-fey-wild-flight-of-the-bird-claws">>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<</link>>
<</narration>><<narration>>
You carefully grind both of the balls of your feet into the relatively narrow edge of the chest. You feel strong and
centered as you draw your <<print Ember.getItem($pc.weapon).name>>.<br/>
You have never been this close to a bird before, let alone having to look up to gaze into their eyes. The dark skin
haloing her deep, molasses-colored eyes is textured, almost like small black scales. Alarmingly, you get the sense
that this creature might be much more intelligent than a normal bird.<br/>
Faster than you would have thought possible, the bird beats her wings and lunges towards you. Before you know what
is happening, you feel her strong, leather claws wrap around your torso. You just manage to keep a grip on your
<<print Ember.getItem($pc.weapon).name>> as she tips her body and dives off the side of the chest.<br/>
Your stomach drops in the freefall, but as quickly as she made the jump, she banks into a turn and gains altitude.<br/>
[[Continue...|mini-fey-wild-flight-of-the-bird-claws]]
<</narration>><<narration>>
The wind on your face is exhilarating, and you feel a sense of wonder as the bird rhythmically beats her wings. Even
with the bruising you are sure is starting where she is gripping your body, the view has you enthralled.<br/>
The peaceful meadow sprawls out beneath you, and large trees are scattered in bunches around the rolling hills.<br/>
Catching a draft of air, the bird climbs in elevation and begins flying towards a single tree that is covered in
trailing lichen. As she approaches the tree, you begin to hear a high-pitched //cheep-cheep// on the wind.<br/>
Before long, you are able to see a nest securely built in the upper branches of the tree. Sitting in her nest is the
source of the noise - three small hatchlings just starting to grow feathers.<br/>
As the bird nears her nest, she shows no sign of slowing down! She swoops over the nest, and you are released for
a short drop into the nest.<br/>
[[Continue...|mini-fey-wild-land-in-nest]]
<</narration>><<narration>>
You land on a surface much softer than you had dared hope for. Twigs, leaves, and soft, red down feathers are woven
together to make up the majority of the nest and cushion your short fall nicely.<br/>
After dropping you into the nest, the red bird silently lands on the edge of the nest. The three young birds are
about your size and quickly approach their mother, loudly chirping. They expectantly open their oversized beaks and
hop up and down at the edge of the nest.<br/>
Warily, you make your way to the far side of their home. It would be a long fall to the floor if one of these creatures
pushed you out of the nest, and they don't seem to have the intelligence of their mother yet.<br/>
[[Continue...|mini-fey-wild-sit-in-the-nest]]
<</narration>><<narration>>
The wind on your face is exhilarating, and you feel a sense of wonder as the bird rhythmically beats her wings under
you. Flying through the forest on the back of a creature as majestic as the one you are riding is like nothing you
have ever experienced before.<br/>
The peaceful meadow sprawls out beneath you, and large trees are scattered in bunches around the rolling hills. The
day's fresh air is refreshing. For the first time in several days, you feel at peace.<br/>
Catching a draft of air, the bird climbs in elevation and begins flying towards a single tree that is covered in
trailing lichen. As she approaches the tree, you begin to hear a high-pitched //cheep-cheep// on the wind.<br/>
Before long, you are able to see a nest securely built in the upper branches of the tree. Sitting in her nest is the
source of the noise - three small hatchlings just starting to grow feathers.<br/>
The bird gently lands on the edge of the nest and tilts her body, indicating she thinks you should dismount.
<</narration>>
<<prompt>>
How will you respond to the bird?<br/>
[[Slide off her side|mini-fey-wild-slide-off-her-side]] -or-<br/>
[[Cling to her back|mini-fey-wild-cling-to-her-back]]
<</prompt>><<narration>>
You swing your legs over to one side and guide yourself off of her back and into the nest. Twigs, leaves, and soft,
red down feathers are woven together to make up the majority of the nest.<br/>
The three young birds are about your size and quickly approach you and their mother, loudly chirping. They
expectantly open their oversized beaks and hop up and down at the edge of the nest.<br/>
Warily, you make your way to the far side of their home. It would be a long fall to the floor if one of these creatures
pushed you out of the nest, and they don't seem to have the intelligence of their mother yet.<br/>
[[Continue...|mini-fey-wild-sit-in-the-nest]]
<</narration>><<narration>>
You cling to her feathers even as she tips further and gives a small shake. She turns her head around to look at you,
then hops down into the nest. She carefully inspects each of her children and settles down in the middle of their home.
Twigs, leaves, and soft, red down feathers are woven together to make up the majority of the nest.<br/>
The three young birds are about your size and quickly approach you and their mother, loudly chirping. They expectantly
open their oversized beaks and hop up and down at the edge of the nest.<br/>
Warily, you relax your grip. In response, the red bird quickly stands back up and gives a much firmer shake that
is successful in dislodging you from her back.<br/>
You land in the soft nest and quickly back away from the nestlings. It would be a long fall to the floor if one of
these creatures pushed you out of the nest, and they don't seem to have the intelligence of their mother yet.<br/>
[[Continue...|mini-fey-wild-sit-in-the-nest]]
<</narration>><<narration>>
You lower yourself into a seat with your back resting against the edge of the nest. It seems as though you overcame one
obstacle only to be put in front of a different one. At least the bird seems to like you enough to treat you as one
of her young.<br/>
Speaking of her, she lets out a couple of loud, concise chirps, then drops off the side and flies away from the nest.
With the loss of their mother, the young birds turn their attention to you. They take a few small hops and cross
the nest. You had never had to think about it before, but these nestlings almost look like creatures out of your
nightmares. They stand at a height with you, and have a dramatically oversized beak that matches their bulging eyes.<br/>
As soon as they get close to you, they all bed down in a pile around you. It is a little bit unsettling at first, but
you are quickly comforted by the shared warmth. Before you know it, you drift off to a pleasant sleep.<br/>
[[Continue...|mini-fey-wild-bird-returns]]
<</narration>><<narration>>
You are awoken to the erratic movements of your nest mates and their manic chirping. Their mother has returned! In a
flash of red feathers, she lands in the nest and nudges her children aside, approaching you.<br/>
She hops right next to you and holds her head above yours so you have to crane your neck back to keep looking at her.
To your dismay, she regurgitates a large glob of something green, and it covers the upper half of your body. The areas
it touches begin to tingle, and you quickly try to scrape it off as best you can.<br/>
While you were distracted trying to get the strange substance off your body, you notice the red bird fluffing herself
up and taking flight. She darts down at you and grips you firmly in her feet.<br/>
Everything is happening so quickly; you feel a sense of vertigo, and next thing you know, she has released you from her
grasp. You are freefalling down to the ground at a sickening pace.<br/>
[[Continue...|mini-fey-wild-return-to-size]]
<</narration>><<narration>>
A familiar whooshing sound fills your ears. Your vision once again distorts. Miraculously, you land gently on your
feet. You scan the area you landed in, and you immediately notice that you have somehow transformed back to your
normal size.<br/>
It is hard to adjust your perspective back. You can't believe that the small red bird hopping between the branches
above you is the same bird that flew you across the landscape to the nest above you. She would easily be able to land
in the palm of your hand.<br/>
After tracking her movement for a moment, she flies back to her nest and settles in with the loudly chirping young
birds. You are filled with a sense of wonder at the day you have had. You have narrowly avoided a fate of being
shrunken down to the size of your finger forever. Perhaps there are some friendly creatures in this strange land
that may be willing to help you along your way.<br/>
Your short nap has you feeling surprisingly well-rested. The sun is still far enough from the horizon that you have
a few hours of daylight left to continue your adventuring. You wave farewell to the bird and her family and set out
on your way.<br/>
<<link "Continue..." "chose-an-episode-pre-fete">>
<<run Ember.adjustD4Inspiration($pc, 1)>>
<<run UI.update()>>
<</link>>
<</narration>><<scene-image "SybarisFete.png" "A sprawling festival of tents and lights filling a valley beneath a sky where day and night meet.">>
<<narration>>
As you crest a hill, you are greeted by a panorama of light and hue that stretches away from your feet to the far
horizon. The sun shines down from the zenith of the sky. But not alone - it is married and melded with a moon of
equal splendor that radiates brilliant blue-white light.<br/>
The sky where it meets distant peaks is colored as if every hour of the day is present at once. Behind you, the
bright embers of a sunset throw shades of red-orange fire to a gathering dusk. In front of you, faint pink and
violet rise to thin gold in the promise of dawn. To your left, the deep inky sapphire of a night dotted by
endless stars greets you. And on your right, the bright azure of noon bathes the valley in warmth and light.<br/>
Beneath the horizon, you see a valley falling away before you, ringed by verdant mountains. Saturated green trees
climb the mountain slopes, visible even from afar. At the foot of the ringed mountain range, the Sybaris Fete
stretches into the distance - feast, bazaar, and fair at once, at a scale that staggers the mind and the
senses. A great landscape of tents and trees and structures sway and swing in a hodge-podge, elbowing each other
merrily for space. Between them, you can see figures moving between, marked by a cacophony of color. Lights dance
and wink everywhere on the ground, cheekily mimicking the stars above.<br/>
You set your feet on the meandering path leading down into the valley. Hopefully, to find Bacchus and a way home.
<</narration>>
[[Enter the Sybaris Fete|sybaris-fete-pre-1]]<<narration>>
As you approach the outskirts of this mighty fair, your senses are overwhelmed by an astonishing panoply of
experiences. Scents mix and mingle in impish combinations. A riotous cacophony greets your ears. And indeed the
more you imbibe of the heady air, the more the threads of your thoughts disentangle and recombobulate. You feel
dizzy, and the colors that assault your eyes run into one another, to the tune of a carefree laugh. The ground
is slantways. You lean against the sky to steady yourself, and scratch your forehead with the wind...No that's
not right...
<</narration>>
<<set _nextPassage = "sybaris-fete-pre-2">>
<<include "WildMagic">><<narration>>
You shake your head as the hazy burning blur of the magical effect sets into your bones.<br/>
Whatever it was has left you feeling disoriented and confused, and something is different. Something is off...<br/>
With no other choice but to continue, you shake your head and set your face towards the sea of lights and laughter
before you...<br/>
[[Continue...|sybaris-fete-1]]
<</narration>><<narration>>
You are soon amidst the forest of clustered structures, and it becomes apparent that no plan guided the making
of this place. There are no wide thoroughfares or obvious routes linking this area to that. Instead, you and the
other denizens seem to percolate through gaps, wide and narrow, in a bogglesome maze of delights. Hawkers call in
a myriad of tongues, selling trinkets and baubles of every type imaginable, and some beyond. Heavy curtains
cover darkened tent entrances, outside which brightly dressed attendants beckon with sly smiles, inviting you to
view mysteries to charm the eyes and ears. Food and drink flow like water, and at every turn an entirely new
scent or taste greets your palate.<br/>
<</narration>>
<<prompt>>
What would you like to do now?<br/>
[[Take some time to explore the Sybaris Fete|sybaris-fete-explore-intro]] -or-<br/>
[[Seek Out Bacchus Immediately|sybaris-fete-seek-bacchus]]
<</prompt>><<narration>>
You move with the motion of the crowd, unsure of where to go. Your attempts to speak with those around you are
largely fruitless. When you ask if they know where one might find Bacchus, some laugh at you and dance past without
stopping. Others give you puzzled looks and gesture vaguely, in contradictory directions, before going on their way.
Others take you in with a single wide-eyed glance, and fearfully hurry off before you can speak a word. Still
others try to hawk their wares, lose interest when you tell them you have no money. You feel your frustration
rising.
<</narration>>
<<set _diceRollCheck_header = "Can you determine why the people appear to be afraid of you?">>
<<set _targetStat = "Insight">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-seek-bacchus-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<narration>>
The eyes of the fearful shift from your eyes to your left foot and back, before they hurry away, disappearing into
the crowd.
<</narration>>
<<elseif _totalResult lt _dc>>
<<narration>>
Most of the creatures are utterly alien to you. They look afraid, but they might just be constipated.
<</narration>>
<</if>>
<div id="search-bacchus-fade-in"></div>
<<timed 2s>>
<<replace "#search-bacchus-fade-in" transition>>
<<narration>>
As you cast about for a friendly face, your neck prickles gradually with the feeling that there are eyes on you. You
swing around suddenly, and look everywhere in an attempt to catch your observer unawares. You are about to move on
when a voice from directly behind you startles you nearly out of your skin.
<</narration>>
<<speech>>
Good greeting, fellow fool! Welcome to the Sybaris Fete!
<</speech>>
<<prompt>>
[[Respond Warily|sybaris-fete-wary-response]] -or-<br/>
[[Respond Angrily|sybaris-fete-angry-response]]
<</prompt>>
<</replace>>
<</timed>><<narration>>
The Fool stands behind you, a roguish smirk on it's furred face, and amusement in it's yellow-blue eyes.<br/>
You back away from it hastily.
<</narration>>
<<player-speech>>
No, get away from me, whatever you are. The last time I spoke to you, I ended up here.
<</player-speech>>
<<narration>>
He laughs a madcap laugh.
<</narration>>
<<speech>>
Wise words in a wild world! Here be dragons aplenty! Pigs as well, but their company is less to be preferred. But,
peace!
<</speech>>
<<narration>>
He extends his paws in a conciliatory gesture.
<</narration>>
<<speech>>
Leave off the wringing of your cautious hands. Come let us make commerce of our wits: I will trade with you.
<</speech>>
<<narration>>
He sits on a nearby bale of nameless goods.
<</narration>>
<<speech>>
Gift me the only present kings and fools can share alike - an amusement. And in trade I will gift you wisdom in
return.
<</speech>>
<<set _diceRollCheck_header = "How successful was your story?">>
<<set _targetStat = "Charisma">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-story-check-results">>
<<set _storyTellerNextInclude = "OmniDiceRollCheck">>
<<include "OmniStoryTeller">><<narration>>
The Fool stands behind you, a roguish smirk on his furred face, and amusement in his yellow-blue eyes.
<</narration>>
<<player-speech>>
YOU! You ass of a rabbit! Never do that again!
<</player-speech>>
<<narration>>
You cry as you grab at him. He dances out of your reach and laughs a madcap laugh.
<</narration>>
<<speech>>
What are you grasping at mortal: straws or asses?
<</speech>>
<<narration>>
His face momentarily elongates into the long-nosed leer of a donkey.
<</narration>>
<<speech>>
Do you take me for a fool, because you certainly won't take me as one! A fool governed by anger will be twice a
fool here! But, Peace!
<</speech>>
<<narration>>
He extends his paws in a conciliatory gesture.
<</narration>>
<<speech>>
Leave off the wringing of your slow hands and my absent neck. Come, I will trade with you!
<</speech>>
<<narration>>
He sits on a nearby bale of nameless goods.
<</narration>>
<<speech>>
Gift me the only present kings and fools can share alike - an amusement, and in turn I will render unto you wisdom
in equal measure.
<</speech>>
<<set _diceRollCheck_header = "How successful was your story?">>
<<set _targetStat = "Charisma">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-story-check-results">>
<<set _storyTellerNextInclude = "OmniDiceRollCheck">>
<<include "OmniStoryTeller">><<if _differenceValue lt 0>>
<<goto "sybaris-fete-story-fail">>
<<elseif _differenceValue eq 0 or _differenceValue lte 4>>
<<goto "sybaris-fete-story-moderate-success">>
<<elseif _differenceValue gt 4 and _differenceValue lte 8>>
<<goto "sybaris-fete-story-great-success">>
<<elseif _differenceValue gt 8>>
<<goto "sybaris-fete-story-critical-success">>
<</if>>
<<narration>>
[[Continue...|sybaris-fete-story-after-passage]]
<</narration>><<speech>>
Ugh. If your words were your feet, I would have traveled a great circle following you and seen only your bottom.
<</speech>>
<<narration>>
He huffs a lugubrious sigh.
<</narration>>
<<speech>>
Well, if it's not to be your words that entertain, perhaps your travels will. Even a cow can raise a laugh in a
potter's house. Good luck, mortal. Go break some crockery...
<</speech>>
<<narration>>
And in a puff of titters, he is gone again. You are alone once more in a crowd of passers-by.<br/>
[[Continue...|sybaris-fete-story-after-passage]]
<</narration>><<narration>>
A mild chuckle escapes the Fool, as you tell your story.
<</narration>>
<<speech>>
Well, I have wrung better laughter from worse stories, but I am a mostly honest fool despite my better judgement.
I will hold up my end of the bargain.
<</speech>>
<<narration>>
He eyes you speculatively a moment then speaks again,
<</narration>>
<<speech>>
You are fated to be here, but even I can't yet see how you are to be Feted while here. Better an ounce of knowledge
than a pint of ignorance.<br/>
All paths home for you are serpentine and many-forked, but each runs inevitably through the Feycourts of Summer or
Winter. You must make a friend of one, and an enemy of the other, but much will depend on wariness and wisdom. If
you must walk with snakes, make sure you know how to bind the poisonous end...
<</speech>>
<<narration>>
And with that, he stands abruptly, wishes you luck, and disappears in a puff of titters. You are alone once more in
a crowd of nameless passers-by.<br/>
[[Continue...|sybaris-fete-story-after-passage]]
<</narration>><<narration>>
You weave a clever tale about your adventures in the Feywild, (with some tasteful embellishments). The Fool listens,
and you can tell by the shine in his eyes and the chuckles that come from him, that he is well pleased. When your
tale is told, he laughs appreciatively, and applauds with his paws.
<</narration>>
<<speech>>
Well, that was a tale worth the telling! Had I known I had met such a wordsmith, I might have riddled you a little
more at our first meeting!<br/>
You have held up your end of the bargain, and I will honor mine! What do you know of the laws of the Feywild,
mortal?
<</speech>>
<<narration>>
When you shrug your ignorance, he continues:
<</narration>>
<<speech>>
The Feywild is ruled in large part by two courts - Summer and Winter. Queen Titania rules the Summer Court, and
Mother Morana the Winter. The Sybaris Fete is neutral ground between them - none here can raise a blade against
another, but I'm sure one as wise as you knows words often cut deeper than swords. You are bound up with the fate
of the Fey, and it is only a matter of time before the agents of one or the other court find you. When they do,
they will make every effort to use you to their own ends.<br/>
Your way home lies through one court or the other - both have the power to return you. But beware their honeyed
words and gifts of favor - there are no gifts of pure grace from the Fey...
<</speech>>
<<narration>>
And with that, he stands, turns, and disappears in a puff of titters. You are alone once more in a crowd of
passers-by.<br/>
[[Continue...|sybaris-fete-story-after-passage]]
<</narration>><<narration>>
You lead the Fool on a merry tale. He laughs until he cries, and his eyes shine with joy at your retelling of your
adventure.<br/>
When your story is complete, the Fool stands and bows to you.
<</narration>>
<<speech>>
I have lived many ages, and heard a thousand thousands of stories. That was amongst the best. Proud am I to be in
the company of such a fool as you!<br/>
You have earned a great answer. Indeed you have earned a straight answer! What a wonder is this!
<</speech>>
<<narration>>
He settles down beside you, and takes off his tri-cornered hat.
<</narration>>
<<speech>>
Have you heard of the Bounding Line before, Mortal?
<</speech>>
<<narration>>
You shake your head in response.
<</narration>>
<<speech>>
The Feywild is, as a rule, a place of unruly magic that none command fully. The laws that could be said to govern it
are as rabbitty as I am. But one law of magic here is known by all, and binds all who call the Fey home - The
Bounding Line. It sets a line between the powers of the Fey and keeps a balance, such that the colors that are
kept here might leech into your world, and make the best parts of it bright.<br/>
Much of the power here belongs to one of the two Fey Courts: The Summer Court, ruled by Titania, and the Winter
Court by Mother Morana. The Bounding Line binds them magically in common cause despite their animosity and contempt
for each other. It declares how far the reach of each may extend, and until now it has kept them balanced against
each other.<br/>
But you, mortal, have thrown all into chaos. By the most cosmic of ironies, you have become bound up with the
Bounding Line, and are dragging it across the Feywild in your wake. Not even I know the ending of this, but I know
you will, by each step you take, redefine the balance of power here for ages to come.<br/>
When they become aware, the Winter and Summer Courts will surely try to bring you into their fold. Each has the
power to send you home, so you must deal with one or the other. Each will bind you with gifts and honeyed words -
but be wary of such things. There are no gifts of pure grace from the Fey.<br/>
There - a tale for a tale, and what a tale it will be when all's said and done! I suspect you are going to be the
most amusing thing to happen in many a century! Best of luck!
<</speech>>
<<narration>>
And with that, he gets to his feet, and disappears in a puff of titters. You are alone once more in a crowd of
passers-by.<br/>
[[Continue...|sybaris-fete-story-after-passage]]
<</narration>><<narration>>
You are alone once more in a crowd of passers-by, with no knowledge of where to go or to whom you could turn to for
help. You float along with the movement of the crowd, trying as best you can to be inconspicuous. By and by, you
feel a tug on your cloak - gentle at first, then more insistent. You are being pulled towards a darker byway, where
the dancing lights that line the way are dimmed, then cease altogether in the distance.
<</narration>>
<<prompt>>
[[Resist|sybaris-fete-feel-the-tug]] -or-<br/>
[[Follow|sybaris-fete-feel-the-tug]]
<</prompt>><<narration>>
By and by, you feel a tug on your cloak - gentle at first, then more insistent. You are being pulled towards a darker
byway, where the dancing lights that line the way are dimmed, then cease altogether in the distance.
<</narration>>
<<prompt>>
[[Resist|sybaris-fete-resist-faeries-pull]] -or-<br/>
[[Follow|sybaris-fete-follow-faeries-pull]]
<</prompt>><<narration>>
You pull your cloak away from the invisible force that tugs at it. You feel yourself pulled again, this time by the
leg of your breeches, then by your hair, then by your nose, and your lip, and your cheek!
<</narration>>
<div id="resist-faeries-pull-replace">
<<narration>>
<<link "Resist More Firmly">>
<<replace "#resist-faeries-pull-replace" transition>>
<<include "sybaris-fete-resist-faeries-pull-more">>
<</replace>>
<</link>>
-or-
<<link "Follow the tugging reluctantly">>
<<replace "#resist-faeries-pull-replace" transition>>
<<include "sybaris-fete-follow-faeries-pull">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
The pulls become more insistent, but you swat at them violently, waving away whatever invisible assailant is
torturing you. You flee in the direction opposite their tugs, flailing wildly!<br/>
Suddenly, you feel a magical power envelop your brain, wresting control of your feet from you and turning them
back again.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-resist-fairies-pull-more-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "sybaris-fete-resist-faerie-final-succeed">>
<<elseif _totalResult lt _dc>>
<<include "sybaris-fete-resist-faerie-final-fail">>
<</if>><<narration>>
The effect suppresses all thoughts of resistance, but your acuity and stubbornness was molded by interminable hours
of mental torture at the hands of your $pc.family.adjective $pc.family.relationship. You break free from this
mental restraint, and disappear into the milling crowd as quickly as you can. You pat yourself on the back for
escaping whatever malevolent force just attempted your capture...<br/>
<<link "Continue" "sybaris-fete-pantomime-of-aesthetes-no-bacchus">>
<<run Ember.failAllBacchusQuestions($pc)>>
<</link>>
<</narration>><<narration>>
The effect suppresses all thought of resistance, and you feel your will disappear into a cool twilight of apathy.
You feel your feet carry you down dark and narrow ways until there is only the dimmest of light from the shining
moon by which you can see.<br/>
You see a darkened tent entrance before you, and enter without slowing. As you do, the magical stupor dissipates,
and your wits are your own.<br/>
[[Continue...|sybaris-fete-inside-the-tent]]
<</narration>><<narration>>
You feel your invisible guides carry you down dark and narrow ways until there is only the dimmest of light from
the shining moon by which you can see.<br/>
And by and by, you are ushered to a darkened tent entrance.<br/>
<</narration>>
<<prompt>>
[[Enter|sybaris-fete-enter-dark-tent]] -or-<br/>
[[Attempt to Flee|sybaris-fete-flee-dark-tent]]
<</prompt>><<narration>>
You pull back the curtain and enter without hesitation (Fortune favors the bold!). It peels back to reveal warm
light and the scent of mulled wine. Brilliant silks of a thousand varieties hang from the canopy and across every
wall, embroidered with endless tapestries of revelry and merriment. Pillows cover every available surface.<br/>
The room is dominated by a great chaise lounge, upon which lounges a massive beast of a man. He is thick as a tree,
and mighty brown ram's horns curl back from his forehead and frame each side of his face. He holds a great chalice,
wide and deep as a washtub, filled with dark wine. He exudes ease and bonhomie.<br/>
[[Continue...|sybaris-fete-inside-the-tent]]
<</narration>><<narration>>
You stop before the curtain. Your intuitions scream at you of nearing danger, You flee wildly from the door! Or
you try, but no sooner have you turned than you feel a magical power envelop your brain, wrestling with your will
for control of your feet.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-flee-dark-tent-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "sybaris-fete-flee-dark-tent-success">>
<<elseif _totalResult lt _dc>>
<<include "sybaris-fete-flee-dark-tent-fail">>
<</if>><<narration>>
The effect suppresses all thoughts of resistance, but your acuity and stubbornness was molded by interminable
hours of mental torture at the hands of your $pc.family.adjective $pc.family.relationship. You break free from
this mental restraint and disappear into the milling crowd as quickly as you can. You pat yourself on the back
for escaping whatever malevolent force just attempted your capture...<br/>
<<link "Continue" "sybaris-fete-pantomime-of-aesthetes-no-bacchus">>
<<run Ember.failAllBacchusQuestions($pc)>>
<</link>>
<</narration>><<narration>>
The effect suppresses all thought of resistance, and you feel your will disappear into a cool twilight of apathy.
You feel your feet carry you down dark and narrow ways until there is only the dimmest of light from the shining
moon by which you can see.<br/>
You see a darkened tent entrance before you, and enter without slowing. As you do, the magical stupor dissipates,
and your wits are your own.<br/>
[[Continue...|sybaris-fete-inside-the-tent]]
<</narration>><<narration>>
The deep, slow voice of this imposing mountain of a creature fills the great canvas structure around you.
<</narration>>
<<speech>>Well met, Mortal! You are an unusual sight in the wilds of the Fey. I welcome you my domain - the Sybaris
Fete! Tell me, by what name should I call you?
<</speech>>
<<prompt>>
[[Give him your real name|sybaris-fete-talk-to-bacchus-real-name]] -or-<br/>
[[Give him a false name|sybaris-fete-talk-to-bacchus-false-name]]
<</prompt>><<speech>>
Ah, $pc.name You honor me! Please, seat yourself! I would know you better!<br/>
But forgive me! I forget myself - a good host waits on his guest. Come, sit, and let me put you at your ease!
<</speech>>
<<narration>>
And he gestures to a nearby settee.
<</narration>>
<<include "sybaris-fete-talk-to-bacchus-questions">>
<div id="question-container"></div><<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-talk-to-bacchus-false-name-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "sybaris-fete-deceive-bacchus-success">>
<<elseif _totalResult lt _dc>>
<<include "sybaris-fete-deceive-bacchus-fail">>
<</if>><span id="falseNameForBacchus">
<<textbox "_alias" "Enter Name" autofocus>>
<<button "Confirm Name">>
<<run Ember.addPseudonym($pc, _alias)>>
<<replace "#falseNameForBacchus" transition>>
<<speech>>
Hmmm, $pc.alias! An unusual name indeed!
<</speech>>
<<narration>>
He regards you with a piercing stare.
<</narration>>
<<speech>>
Come and sit, $pc.alias! I would like to know you better! But, ah, forgive me! I forget myself - a good host waits on his
guest. Come, sit, and let me put you at your ease!
<</speech>>
<<narration>>
He gestures to a nearby settee.
<</narration>>
<<include "sybaris-fete-talk-to-bacchus-questions">>
<div id="question-container"></div>
<</replace>>
<</button>>
</span><<speech>>
I don't believe you, but it is no matter. I shall call you $pc.name. Does that suit you?
<</speech>>
<<narration>>
And he smiles at you with a mischievous twinkle in his eye...
<</narration>>
<<speech>>
Come and sit, $pc.name! I would know you better! But, ah, forgive me! I forget myself - a good host waits on his
guest. Come, sit, and let me put you at your ease!
<</speech>>
<<narration>>
And he gestures to a nearby settee.
<</narration>>
<<include "sybaris-fete-talk-to-bacchus-questions">>
<div id="question-container"></div><<link "Who are you?">>
<<replace "#question-container" transition>>
<<include "bacchus-question-one">>
<</replace>>
<</link>><br/>
<<link "Tell me about this place?">>
<<replace "#question-container" transition>>
<<include "bacchus-question-two">>
<</replace>>
<</link>><br/>
<<link "How did I get here?">>
<<replace "#question-container" transition>>
<<include "bacchus-question-three">>
<</replace>>
<</link>><br/>
<<link "What can you tell me of the Fey Courts?">>
<<replace "#question-container" transition>>
<<include "bacchus-question-four">>
<</replace>>
<</link>><br/>
<<link "Who is the Fool?">>
<<replace "#question-container" transition>>
<<include "bacchus-question-five">>
<</replace>>
<</link>><br/>
<<link "What should I see at the Sybaris Fete?">>
<<replace "#question-container" transition>>
<<include "bacchus-question-six">>
<</replace>>
<</link>><br/>
[[No More Questions?|sybaris-fete-bacchus-finished-questions]]
<hr/><<speech>>
I am Bacchus, the humble Guardian of this place. Master of its Ceremonies, Governor of its Pleasures, Adjudicator
of its Revels.
<</speech>>
<<narration>>
He sweeps his hand in front of himself and inclines his head in a bow.
<</narration>>
<<speech>>
They are mine, and I give of them freely to those wise enough to honor the laws with which I guard its merriment.
<</speech>><<speech>>This,
<</speech>>
<<narration>>
He says, sweeping his arm wide to encompass the surroundings,
<</narration>>
<<speech>>
Is The Sybaris Fete. It is as old as the Feywild, and sits at the very center of all. Here, the Fey of all stripes
come and revel, for no hand can be raised in anger on this hallowed ground. Try, if you will!
<</speech>><<speech>>
I would imagine you walked, but you may have ridden, or flown, I suppose.
<</speech>>
<<narration>>
He bellows a laugh.
<</narration>>
<<speech>>
I know not, my friend! I see everything in the bounds of the Sybaris, but beyond that I am as blind as a mole!
<</speech>><<speech>>
Winter and Summer - the great keepers of the colors. Mighty they are, but here even their hands are stayed. I do
not meddle in their affairs, nor they in mine. They are amusing for a time, but their pedantry soon grates upon
my goodwill. If you have not yet, you will meet their members soon. You are trimmed with an oddity, and they will
see it in good time.
<</speech>><<speech>>
Ah, there is a question with many answers! Unfortunately it is not mine to name him to you. Perhaps you should ask
him when you see him next... If you see him next...
<</speech>><<speech>>
Everything!
<</speech>>
<<narration>>
His slow merry laugh fills the tent.
<</narration>>
<<speech>>
But that would take more days than there are words in the world! If you must choose though, go to The
Pantomime of the Aesthetes - it is a great entertainment, and it will tell you much about the making of the
Feywild, and the powers that rule it. And it is a particular pleasure of mine to Master its Ceremonies!
<</speech>><<set _nextQuestion = "bacchus-asked-question-one">>
<<speech>>
And now you know much of me and of this place, $pc.name. But still I know little of you. You will indulge me if I
parse you by playing a game of questions, for I have a great fondness of riddles.<br/>
Four questions I have. Be so good as to render for me the answers.
<</speech>>
<div id="bacchus-question-box"></div>
<<timed 2s>>
<<replace "#bacchus-question-box" transition>>
<<include _nextQuestion>>
<</replace>>
<</timed>><<speech>>
Where lies the Seat of Power over all the Fey?
<</speech>>
<<prompt>>
<<link "It follows in my steps">>
<<run Ember.addToBacchusScore($pc, 1)>>
<<set _nextQuestion = "bacchus-asked-question-two">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-right-answer">>
<</replace>>
<</link>><br/>
<<link "It rests in your hands">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "bacchus-asked-question-two">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<<link "It lies in the Courts of Summer and Winter">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "bacchus-asked-question-two">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<</prompt>><<speech>>
Where lies the binding power over the Feywild?
<</speech>>
<<prompt>>
<<link "It follows in my steps">>
<<run Ember.addToBacchusScore($pc, 1)>>
<<set _nextQuestion = "bacchus-asked-question-three">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-right-answer">>
<</replace>>
<</link>><br/>
<<link "It rests in your hands">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "bacchus-asked-question-three">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<<link "it hides in the Courts of Summer and Winter">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "bacchus-asked-question-three">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<</prompt>><<speech>>
If the Feywild is the Canvas, and the Feycourts are the paint, what are you?
<</speech>>
<<prompt>>
<<link "I am the brush">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "bacchus-asked-question-four">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<<link "I am the frame">>
<<run Ember.addToBacchusScore($pc, 1)>>
<<set _nextQuestion = "bacchus-asked-question-four">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-right-answer">>
<</replace>>
<</link>><br/>
<<link "I am the painting">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "bacchus-asked-question-four">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<</prompt>><<speech>>
Where are you bound?
<</speech>>
<<prompt>>
<<link "Home, by way of my left foot">>
<<run Ember.addToBacchusScore($pc, 1)>>
<<set _nextQuestion = "bacchus-asked-question-five">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-right-answer">>
<</replace>>
<</link>><br/>
<<link "The Feycourts, by a serpentine path">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "bacchus-asked-question-five">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<<link "Wherever the Fool sends me">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "bacchus-asked-question-five">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<</prompt>><<speech>>
The gifts of the Fey are never given without condition. Why would one be conferred upon you?
<</speech>>
<<prompt>>
<<link "Because a fool is much to be feared">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "sybaris-fete-post-bacchus-questions">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<<link " A bribe for the hand that holds the world's leash">>
<<run Ember.addToBacchusScore($pc, 1)>>
<<set _nextQuestion = "sybaris-fete-post-bacchus-questions">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-right-answer">>
<</replace>>
<</link>><br/>
<<link "Because generosity abounds amongst the Fey">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set _nextQuestion = "sybaris-fete-post-bacchus-questions">>
<<replace "#bacchus-question-box" transition>>
<<include "bacchus-question-wrong-answer">>
<</replace>>
<</link>><br/>
<</prompt>><<narration>>
Your answer is greeted with a rolling laugh and a raised goblet.
<</narration>>
<<speech>>
A wise answer! You have learned much in your short time here.<br/>
Let us try another!
<</speech>>
<div id="nextQuestionBox"></div>
<<timed 2s>>
<<replace "#nextQuestionBox" transition>>
<<include _nextQuestion>>
<</replace>>
<</timed>><<narration>>
Bacchus regards you a moment with an inscrutable gaze.
<</narration>>
<<speech>>
An interesting answer...Let us try another!
<</speech>>
<div id="nextQuestionBox"></div>
<<timed 2s>>
<<replace "#nextQuestionBox" transition>>
<<include _nextQuestion>>
<</replace>>
<</timed>><<narration>>
Bacchus rises.
<</narration>>
<<speech>>
I thank you for your riddling with me, friend $pc.name. You have passed the time admirably.<br/>
The time approaches for the Pantomime of the Aesthetes, and my presence is required there.<br/>
If I may be so bold as to give you a gift of advice, let me say this: You will find the Pantomime easily enough -
just follow the crowds! Stay and watch as my guest, but do not linger at its conclusion. Several paths will most
certainly open to you for departing, and you would be well served to choose between them quickly.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-post-bacchus-questions-result-check">>
<<include "OmniDiceRollCheck">><<if _differenceValue lt 0>>
<<narration>>
Bacchus is an enigamtic figure. You are unsure why he is advising you to leave so hastily...
<</narration>>
<<elseif _differenceValue gte 0 and _differenceValue lt 5>>
<<narration>>
There are no free gifts in the Feywild. Bacchus has his own interests in encouraging your departure from the
Sybaris Fete, though what those interests are you cannot tell.
<</narration>>
<<elseif _differenceValue gte 5 and _differenceValue lt 9>>
<<narration>>
There are no free gifts in the Feywild. Bacchus has his own interests in shuffling you on to a different part of
the Fey.<br/>
You are not sure, but your intuitions tell you that something about your presence is unsettling to him, and it is
connected to the presence of the Fey Courts as well.
<</narration>>
<<elseif _differenceValue gte 9>>
<<narration>>
You've inferred that while you're here Bacchus will 'protect' you. He is bound by magical covenant to hold this
place as neutral, but your intuitions tell you that something about your presence unsettles him deeply. He is
trying to ask you to leave his realm while remaining a gracious host. He is not afraid of you, so much as afraid
of what your coming might precipitate...
<</narration>>
<</if>>
[[Continue...|sybaris-fete-by-to-bacchus]]<<narration>>
Bacchus bows to you, indicating the entrance covering, and you take your cue to leave.<br/>
Outside, the flavor of the crowd has changed. Where once the Sybarites floated and flitted aimlessly in all
directions, there is now a tide of movement in the assembly, flowing towards bright lights in the near distance.
You let the press of bodies move you along towards them. <br/>
By looking at the many-hued sky, you judge that the lights sit at the center of the Fete, and also at the center
of the Feywild itself. All points of the day seem to meet here in a disorienting but beautiful panoply of light
and dark and color. Dawn is day is dusk is night, and every turning blends them anew.<br/>
The crowd flows into an amphitheatre of staggering proportions. Step seating descends in a steep incline for what
seems a mile, down to a stage that your eye can scarce take in, bathed in sourceless white shimmering light. A
mighty choral thrum of strange harmonies pervades all, shaking your chest and sending shivers down your spine.
You cannot help but feel a rush of anticipation...<br/>
[[Continue...|sybaris-fete-pantomime-of-aesthetes]]
<</narration>><<narration>>
The booming voice of Bacchus, Master of Ceremonies of the Sybaris Fete, fills the amphitheatre as he emerges onto
the great stage. Despite the distance, you can hear his low, deep voice move through you like a great wind.
<</narration>>
<<speech>>
Welcome, welcome all - Sybarites, Ascetics, Epicureans, Dilettantes, Friends, Foes, Merrymakers, and
Mischiefmakers all! The time has come again to bear witness to the story of our making. We are the sacred keepers
of color and light, and by our rememberings we will renew our joys tenfold! Come, let us draw our eyes and ears
to the stage, and do honor to the Court that honors us by their drama...
<</speech>>
<<narration>>
He gestures nimbly and a coin appears in his hand. He throws it into the air and lets it fall to the ground...
<</narration>>
<<link "The coin spins round and round, and falls to the ground and...">>
<<if $pc.courtFavor.summer gt $pc.courtFavor.winter>>
<<goto "sybaris-fete-pantomime-summer">>
<<elseif $pc.courtFavor.winter gt $pc.courtFavor.summer>>
<<goto "sybaris-fete-pantomime-winter">>
<<else>>
<<set _favorRoll = Ember.rollD6()>>
<<if _favorRoll % 2 eq 0>>
<<goto "sybaris-fete-pantomime-summer">>
<<else>>
<<goto "sybaris-fete-pantomime-winter">>
<</if>>
<</if>>
<</link>><<narration>>
You duck and dodge amongst the strange denizens, and only stop when you are out of breath. When you have, you
notice the flavor of the crowd has changed. Where once the Sybarites floated and flitted aimlessly in all
directions, there is now a tide of movement in the assembly, flowing towards bright lights in the near distance.
You let the press of bodies move you along towards them.<br/>
By looking at the many-hued sky, you judge that the lights sit at the center of the Fete, and also at the center
of the Feywild itself. All points of the day seem to meet here in a disorienting but beautiful panoply of light
and dark and color. Dawn is day is dusk is night, and every turning blends them anew.<br/>
The crowd flows into an amphitheatre of staggering proportions. Step seating descends a steep incline for what
seems a mile, down to a stage that your eye can scarce take in, bathed in sourceless white shimmering light. A
mighty choral thrum of strange harmonies pervades all, shaking your chest and sending shivers down your spine.
You cannot help but feel a rush of anticipation... <br/>
[[Continue...|sybaris-fete-pantomime-of-aesthetes-no-bacchus-2]]
<</narration>><<narration>>
A booming voice suddenly fills the amphitheatre, and you see below you a great barrel-chested faun creature,
with great ram's horns curling from his forehead declaiming to the assembly. Despite the distance, you can hear
his low deep voice move through you like a great wind.
<</narration>>
<<speech>>
Welcome, welcome all - Sybarites, Ascetics, Epicureans, Dilletantes, Friends, Foes, Merrymakers, and
Mischiefmakers all! To those who do not know me, I am Bacchus, Master of Ceremonies of the Sybaris Fete, and it
is my pleasure to greet you! The time has come again to bear witness to the story of our making. We are the
sacred keepers of color and light, and by our rememberings we will renew our joys ten-fold! Come, let us draw
our eyes and ears to the stage, and do honor to the Court that honors us by their drama...
<</speech>>
<<narration>>
He gestures nimbly and a coin appears in his hand, he throws it into the air, and lets it fall to the ground...
<</narration>>
<<link "The coin spins round and round, and falls to the ground and...">>
<<if $pc.courtFavor.summer gt $pc.courtFavor.winter>>
<<goto "sybaris-fete-pantomime-summer">>
<<elseif $pc.courtFavor.winter gt $pc.courtFavor.summer>>
<<goto "sybaris-fete-pantomime-winter">>
<<else>>
<<set _favorRoll = Ember.rollD6()>>
<<if _favorRoll % 2 eq 0>>
<<goto "sybaris-fete-pantomime-summer">>
<<else>>
<<goto "sybaris-fete-pantomime-winter">>
<</if>>
<</if>>
<</link>><<narration>>
Explore the Sybaris Fete...
[[Back to the fete... (for now, get to work Trevor!!)|sybaris-fete-seek-bacchus]]
<</narration>><<narration>>
Vines and flowers curl outwards from the fallen count coin and spread across the ground in a widening spiral.
<</narration>>
<<speech>>
This night, the coin has fallen, and playing of the Pantomime falls to the Fey of Summer. So be it - Let the
Pantomime of the Aesthetes Commence!<br/>
[[Enjoy the pantomime|sybaris-fete-pantomime-summer-scene1]]
<</speech>><<narration>>
The shimmering light suddenly changes from bright white to soft yellow, and the thrumming harmony raises to a single
sweet tone. A high clear voice rings out.
<</narration>>
<<speech>>
At the beginning of all things, there was a waking and there was a dreaming. The waking was unformed and waiting,
separated from the dreaming by the veil of shadow and light. Into the dreaming, the Sleeping One poured the infinite
bounds of her imagining. Into its darkness she poured light. Into its void she poured land and water. Into its
lifelessness she poured life, and when all was filled to a fullness, she dreamed the colors into being. And so it
was that all the colors filled the dream to its full.
<</speech>>
<div id="pantomime-summer-scene1a-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#pantomime-summer-scene1a-fade-in" transition>>
<<include "sybaris-fete-pantomime-summer-scene1a">>
<</replace>>
<</link>>
<</narration>>
</div><<speech>>
And the waking world was quiet and wanted for naught
<</speech>>
[[Continue...|sybaris-fete-pantomime-summer-scene2]]<div id="pantomime-summer-scene1-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-summer-scene1-fade-in" transition>>
<<speech>>
In her dream, the Sleeping One walked her well-hued creation and was well satisfied. Where she trod, the dream rose
up in joy at her footfall, and the flowers sprung up the quicker as she passed. Iin her footsteps beauty came to
be.<br/>
She walked the fall and loved it for the colored dance the leaves made into the embrace of death.<br/>
She walked the winter, and loved it for the secret whisper of the falling snow.<br/>
She walked the spring, and loved it for the new birth of flowers.<br/>
But the summer she walked, and loved it the best, for by the hand of the Summer Wind the dance of life and death
were ushered forth in their time.<br/>
<</speech>>
<div id="pantomime-summer-scene2a-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#pantomime-summer-scene2a-fade-in" transition>>
<<include "sybaris-fete-pantomime-summer-scene2a">>
<</replace>>
<</link>>
<</narration>>
</div>
<</replace>>
<</timed>><<speech>>
And she wept to think that any part of the dream should be held back from the dance.
<</speech>>
<div id="pantomime-summer-scene2b-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#pantomime-summer-scene2b-fade-in" transition>>
<<include "sybaris-fete-pantomime-summer-scene2b">>
<</replace>>
<</link>>
<</narration>>
</div><<speech>>
For not all was well in the dream. Long had the ice and snow of winter crept beyond its bounds - freezing in death that
which was meant to be reborn into life, convinced that a moments beauty could be held eternal by their icy fingers.<br/>
<</speech>>
[[Continue...|sybaris-fete-pantomime-summer-scene3]]<div id="pantomime-summer-scene3-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-summer-scene3-fade-in" transition>>
<<speech>>
The Summer Wind saw the tears of the Sleeping One, and by gentle caress carried them away, taking in her sorrows as
their own. Her tears where they fell Sprang Up, and became the Summer Fey, and the first of them was the greatest:
Queen of the High Sun and Handmaiden of the Summer Wind: Titania.<br/>
To her, and to the Summer Fey, The Sleeping One entrusted the keeping of the dream, charging them to keep the dance
ever-moving, that neither life nor death should ever hold sway over all. For it was only by their ebb and flow would
the dream be worth dreaming<br/>
And for a time it was good.
<</speech>>
[[Continue...| sybaris-fete-pantomime-summer-scene4]]
<</replace>>
<</timed>><div id="pantomime-summer-scene4-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-summer-scene4-fade-in" transition>>
<<speech>>
But the tendrils of cold Winter had no care for their maker, or for the dream they called home. In their lust for
fixity they conspired against the Summer Wind, and tore it from the sky. Titania set her face against the winter,
but hatred and obstinacy had made them strong, and neither could best the other for many long days. The dream was
riven to a nightmare from edge to edge, and through the rift poured the precious colors, from the dream into the
waking world, where they were never meant to be.
<</speech>>
[[Continue...|sybaris-fete-pantomime-summer-scene5]]
<</replace>>
<</timed>><div id="pantomime-summer-scene5-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-summer-scene5-fade-in" transition>>
<<include "sybaris-fete-pantomime-summer-scene5a">>
<</replace>>
<</timed>><<speech>>
And so it is still - across the dream the Bounding Line stretches, reaving the colors from the Fey and dissipating
them into the Waking World, washed out and wasted on mortals below.<br/>
Against this even still Titania, Handmaiden of the Summer Wind, stands with the Summer Court. We tend the dance of
life and death, and by it's turning we shall bind the creeping hand of winter in its place, and put all to right.
When it is done, and the blessing of Summer holds all beauty in its sway, it shall come to pass that the Sleeping
One shall walk in her dream once more, and all shall be well for dreaming and waking alike.
<</speech>>
<div id="sybaris-fete-pantomime-summer-insight-check-fade-in"></div>
<<timed 2s>>
<<replace "#sybaris-fete-pantomime-summer-insight-check-fade-in" transition>>
<<include "sybaris-fete-pantomime-summer-insight-check">>
<</replace>>
<</timed>><<set _diceRollCheck_header = "What did you think of the pantomime...">>
<<set _targetStat = "Insight">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-pantomime-summer-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
<<if _totalResult gte _dc>>
The Summer Court have an awfully high opinion of themselves...<br/>
There is probably some truth to this origin story, but you sense that the full truth is likely far more
complex...<br/>
Also, did they just say colors are wasted on mortals?
<<elseif _totalResult lt _dc>>
That was a beautiful myth - The Summer Court seem to have a very high calling as Keepers of the Feywild!
<</if>>
<br/>
[[Continue...|sybaris-fete-pantomime-closing-summer]]
<</narration>><<narration>>
The lights dim and extinguish, and the amphitheater fills with the cheers and applause of the assembled rabble.
You slip away, unnoticed you hope, into the crowded tents of the Fete.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-pantomime-closing-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-pantomime-closing-result-succeed">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-pantomime-closing-result-fail">>
<</if>><<narration>>
The hairs on the back of your neck prickle as you wander between tents and booths. You surreptitiously glance behind
you, and catch a glimpse of a shadowy shape ducking into the crowd to avoid your gaze. You begin zig-zagging your way
between Fete-goers and structures all around, ducking and moving erratically.<br/>
Your efforts are rewarded - the flash of two small winged figures clad in greens catches your eye, moving quickly
through the crowd in an attempt to relocate you. You turn aside and hide behind some barrels, waiting.<br/>
[[Continue...|sybaris-fete-pantomime-closing-waiting]]
<</narration>><<narration>>
Mere moments later, your pursuers reveal themselves. They are a mishmash of greens, with limbs like flower stems,
exaggerated angular faces, and tousled hair, one dark one blonde.They flit by in erratic fits of movement with a quiet
buzz, a foot off the ground. You step from behind your barrel and address their receding backs in a commanding tone.
<</narration>>
<<player-speech>>
Who are you? Why are you following me?
<</player-speech>>
<<narration>>
With a distorted chirp of surprise, the two figures flit in panic behind a nearby canvas hanging. They hover there
regarding you nervously.
<</narration>>
<<speech>>
Hold, mortal! We mean no harm! We come as emissaries of the Lady of Summer!
<</speech>>
<<narration>>
The voice is a high chirp, with a distortion at its edges, as if the words don't fit in the mouth that uttered them.
<</narration>><<narration>>
You hold their gaze and wait for them to continue, letting your silence emphasize your advantage over them. Eventually
they speak again
<</narration>>
<<speech>>
The Lady has noted your coming, human. It is not often you are seen unaccompanied. Perhaps you have few friends here,
and we could make friendship between us? It is to this end that we seek you out.<br/>
Perhaps we may aid you, and you us. To what end do you walk with the Fey?
<</speech>>
<<prompt>>
[[Conceal your purposes|sybaris-fete-meet-sprites-conceal-purpose]] -or-<br/>
[[Reveal your purposes|sybaris-fete-meet-sprites-reveal-purpose]]
<</prompt>><<narration>>
You wander aimlessly again, a vague anxiety dogging your steps. You seem no closer to a way home than you were when
you were brought here...<br/>
[[Continue...|sybaris-fete-pantomime-closing-fail-walking]]
<</narration>><<narration>>
As you pass down a narrow uninhabited byway between canvas walls, you feel a feather-light touch on your cheek. You
brush at it absently, and find a flower's petals, growing from a vine that has grown around your body and limbs,
unnoticed until now.<br/>
You feel a thrill of fear, and as you do, two small winged figures emerge from a concealed corner, and hover near your
face.
<</narration>>
<<speech>>
Hail, mortal.
<</speech>>
<<narration>>
The voice is high and soft, with a distortion at its edges, as if the words don't fit in the mouth that uttered them.
<</narration>>
<<speech>>
Fear not, we mean you no harm. We come at the behest of the Summer-Fey, and seek but a moment of your time...
<</speech>>
<<narration>>
[[Continue...|sybaris-fete-pantomime-closing-fail-walking-listening]]
<</narration>><<narration>>
You regard them warily,
<</narration>>
<<player-speech>>
What do you want of me?
<</player-speech>>
<<narration>>
They flitter and dance all around, giggling wildly.
<</narration>>
<<speech>>
The Lady has noted your coming, human. It is not often you are seen unaccompanied. Perhaps you have few friends here,
and we could make friendship between us? It is to this end that we seek you out.<br/>
Perhaps we may aid you, and you us. To what end do you walk with the Fey?
<</speech>>
[[Conceal your purposes|sybaris-fete-meet-sprites-conceal-purpose]] -or-
[[Reveal your purposes|sybaris-fete-meet-sprites-reveal-purpose]]<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-meet-sprites-conceal-purpose-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-meet-sprites-conceal-purpose-success">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-meet-sprites-reveal-purpose">>
<</if>><<player-speech>>
My purposes are my own.
<</player-speech>>
<<narration>>
The winged creatures shift uneasily
<</narration>>
<<speech>>
Yes, Yes! You are wise. There is much danger. But we hold no danger in us. The Rules of the Fete forbid it! We have
instead a gift, And an invitation from the Lady of the High Sun! Take it for yourself! She is great, and will be a
friend to you!
<</speech>>
<<narration>>
The second of the creatures produces a beautiful polygonal pendant on a chain and offers it to you. It glows a soft
amber, and is warm in your hand.
<</narration>>
<<speech>>
The Lady shows favor with this. You can be of her house, and be safe by her word! Great Honor!<br/>
Come with us, mortal one! We will please bring you to the Lady of the green and gold! She is full of wiseness and
kind in heart! Surely she will help you, and you will be much blessed!
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-meet-sprites-result-check">>
<<include "OmniDiceRollCheck">><<player-speech>>
I seek only a return to my world. If you and your Lady would aid me in this I will hear you.
<</player-speech>>
<<narration>>
They eye you speculatively a moment, then speak again
<</narration>>
<<speech>>
We come by the command of the Lady Titania, who walks with the Sun and keeps rightly the colors. Great is she, beyond
all! If you would be returned to home, she has power to make it so. Be friends to us and to her, and we will be
both blessed by each other!<br/>
We have a gift, And an invitation from the Lady of the High Sun! Take it for yourself!
<</speech>>
<<narration>>
The second of the creatures produces a beautiful polygonal pendant on a chain and offers it to you. It glows a soft
amber, and is warm in your hand.
<</narration>>
<<speech>>
The Lady shows favor with this. You can be of her house, and be safe by her word! Great Honor!<br/>
Come with us, mortal one! We will please bring you to the Lady of the green and gold! She is full of wiseness and kind
in heart! Surely she will help you, and you will be much blessed!
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-meet-sprites-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<include "sybaris-fete-meet-sprites-result-succeed">>
<<elseif _totalResult < _dc>>
<<include "sybaris-fete-meet-sprites-result-fail">>
<</if>>
<div id="player-alert-winters-favor"></div><<narration>>
They're telling the truth, but definitely not revealing everything about the gift or the invitation. There's a gleam
in their eye that's a little too eager...
<</narration>>
<<include "sybaris-fete-meet-sprites-holding-necklace">><<narration>>
You're pretty sure they're telling the truth, but you don't have any practice reading the faces of weird plant fairy
people.
<</narration>>
<<include "sybaris-fete-meet-sprites-holding-necklace">><<narration>>
HEY PLAYER, (YES, YOU, WHO ARE READING THIS RIGHT NOW!) ARE YOU HOLDING OR WEARING THE NECKLACE AT THIS MOMENT?
<</narration>>
<<prompt>>
[[Yes, I'm touching it right now|sybaris-fete-summer-holding-necklace]] -or-<br/>
[[No, it's nearby but I'm not touching it|sybaris-fete-summer-not-holding-necklace]]
<</prompt>><<run Ember.setWearingPendant($pc, true)>>
<<narration>>
You reach out and take the necklace from the outstretched hand of the creature. The moment you touch it, the silver
chain wraps itself gently around your wrist, and you feel a subtle warmth in your hand.<br/>
The creature flits excitedly and withdraws again with a look of satisfaction.
<</narration>>
<<speech>>
Come then, friend of the Lady! We will guide you to her halls! It will be our delight to show you the way and guarantee
your safety!
<</speech>>
<<prompt>>
[[Go with them|sybaris-fete-summer-go-with-sprites]] -or-<br/>
[[Reject their offer|sybaris-fete-summer-reject-sprites]]
<</prompt>><<narration>>
You consider a moment, then reply.
<</narration>>
<<player-speech>>
I will go with you. Perhaps our interest will align.
<</player-speech>>
<<narration>>
The creatures laugh and clap their hands in delight, then turn and gesture for you to accompany them. You fall into
step behind, wondering which rabbit hole you've fallen into this time.<br/>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
[[Continue...|sybaris-fete-summer-go-with-sprites-continue]]
<</narration>><<narration>>
You follow your guides, who wend a circuitous path through the tents and buildings of the Fete. Eventually crowds
thin, and you intuit that you are coming to the far outskirts of the Sybaris Fete. And indeed before long, the last
of the increasingly shabby tents and rickety stalls with their strange denizens peter to an end.<br/>
Your flittering hosts become more cautious as you approach this border, turning their heads from side to side constantly.
<</narration>>
<<player-speech>>
What's wrong?
<</player-speech>>
<<speech>>
Speak nothing, human! The winter wardens are present, who are loving the cold and hating the Lady. If they find us
they will kill us surely!
<</speech>>
<<narration>>
Hearing this, you crouch low behind them, and mimic their movements.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Stealth">>
<<set _dc = 19>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-summer-go-with-sprites-results-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-summer-go-with-sprites-results-success">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-summer-go-with-sprites-results-failure">>
<</if>><<narration>>
You follow the Sprites as best you can, flitting like a shadow from tree to tree. When they stop, you stop, hiding
where you can.<br/>
As you cross into the blue-hued forest of the Feywild, outside the safe haven of the Sybaris Fete, your guides suddenly
still, then flit hastily behind a mighty tree and into a hollow in its branches. You shrink into the spaces between
its roots, throwing your cloak over yourself and stilling your breathing as best you can.<br/>
You risk a peek from behind your cloak. Two short, bizarrely angular blue-white figures, followed closely a blue
buzzing insect of some kind, appear silently from between the nearby trees. Their twig-like legs recoil like springs
off the ground with each step. They search frantically, but do not see you or your companions, and eventually pass on
into the woods and out of sight.<br/>
You breathe a sigh of relief as your guides emerge from the tree hollow.
<</narration>>
<<speech>>
The Winter Wardens they - servants of Mother Morana. Made of living ice. Not for trifling with - they will freeze you
where your feet stand if their queen says it should be. They are best avoided."
<</speech>>
<<narration>>
You walk onwards, deeper into the forest of the Feywild and towards the court of Lady Titania...<br/>
<<link "Continue..." "summer-court-intro">>
<<run Ember.updateCourtFavor($pc, "summer", 2)>>
<</link>>
<</narration>><<narration>>
You follow the Sprites as best you can, flitting like a shadow into the Fey Forest, from tree to tree.<br/>
Your guides suddenly still, then flit hastily behind a mighty tree and into a hollow in its trunk. You dive for the
spaces between its roots, but your feet fail you, and you instead fall with a clatter and an oath to the forest floor.<br/>
Two short, bizarrely angular blue-white figures, followed closely a blue buzzing insect of some kind, appear silently
from between the nearby trees. Their twig-like legs recoil like springs off the ground with each step, and their hands
feature long sharp needle-point fingers.<br/>
The call out to you in flat grinding voices
<</narration>>
<<speech>>
Reveal yourself, in the name of the Mother Morana, Rightful Keeper of the Colors. Surrender or be killed!
<</speech>>
<<narration>>
Your companions look at you with contempt and flit towards your attackers, raising thorned whips in their hands as
they do!
{{Attack!|sybaris-fete-summer-sprits-attack-wardens}}
<</narration>><<set _combatFriendlies = [$pc, Ember.getCreatureByType("vernal_sprite", "Oakleaf Fell"), Ember.getCreatureByType("vernal_sprite", "Ashley Spearhand")]>>
<<set _combatEnemies = [Ember.getCreatureByType("winter_warden", "Warden 1"), Ember.getCreatureByType("winter_warden", "Warden 2"), Ember.getCreatureByType("rime_scarab", "Rime Scarab")]>>
<<set _combatVictory = "sybaris-fete-summer-sprits-attack-wardens-success">>
<<set _combatDefeat = "sybaris-fete-summer-sprits-attack-wardens-fail">>
<<set $combat = null>>
<<include "Combat">><<run Ember.updateCourtFavor($pc, "summer", 2)>>
<<narration>>
The corpses of the Winter wardens lie shattered at your feet. They appear to have been made of living ice, and where
you have cloven them, the ice lies in chunks that melt into the ground.<br/>
The Vernal Sprites flutter to eye level and address you in their high sibilant voices
<</narration>>
<<speech>>
You fought well, human. We will tell the Lady that you are a true friend of us! But for now we must flee elsewhere.
More winterlings will come...
<</speech>>
<<narration>>
You fall into step behind the flitting figures once again. They look well pleased, and guide you onward into the
Forests of the Fey...<br/>
<<link "Continue..." "summer-court-intro">>
<<run Ember.updateCourtFavor($pc, "summer", 2)>>
<</link>>
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<run Ember.updateCourtFavor($pc, "winter", -2)>>
<<narration>>
You awake sometime later, bloodied and aching. Cutting through the general throbbing pain is a particular cold chafing
at your wrist. You look down.<br/>
A medallion much like the one offered to you by the Vernal Sprites, is now wrapped cruelly around your arm. Its cold
metal chain cuts into your bleeding flesh.<br/>
You turn your eyes to the angular figures nearby, who look at you with contemptuous eyes. One of them approaches.
<</narration>>
<<speech>>
The Mother Morana will see you. She will not be well pleased that you sought out the favor of the Summer Usurper over
her own...
<</speech>>
<<narration>>
They set off through the Forests of the Fey, and the medallion around your wrist pulls you along as if connected to an
invisible leash. You stumble and fall, and feel it drag you inexorably across the ground. Your captors laugh a gritted
laugh and continue on...<br/>
<<link "Continue..." "summer-court-intro">>
<<run Ember.updateCourtFavor($pc, "winter", -2)>>
<</link>>
<</narration>><<run Ember.updateCourtFavor($pc, "summer", -1)>>
<<narration>>
You consider the pendant and the creatures who gave it to you. Something isn't right.
<</narration>>
<<player-speech>>
Please extend my thanks to your Lady for her kind offer, but I cannot accompany you to see her. I have other plans that
demand my time.
<</player-speech>>
<<narration>>
And with that you attempt to remove the pendant and chain from your wrist. It will not come off! Your nails scrabble
against the chain, but the more you struggle the further the chain digs into your skin<br/>
The creatures flit about with nervous energy.
<</narration>>
<<speech>>
We are sorry, mortal, but the Lady is wise. She demands you come, and is not to be refused. Worry not! She is full of
mercy! You will come and speak to her, and all will be righted.
<</speech>>
<<prompt>>
[[Attempt to remove the pendant|sybaris-fete-summer-attempt-remove-pendant]] -or-<br/>
[[Cease your attempts|sybaris-fete-summer-cease-your-attempts]]
<</prompt>><<set _diceRollCheck_header = "You continue to try to remove the pendant...">>
<<set _targetStat = "Strength">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-summer-remove-pendant-results-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-summer-remove-pendant-succeed">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-summer-cease-your-attempts">>
<</if>><<run Ember.setWearingPendant($pc, false)>>
<<set _pendantDamage = Ember.rollDie(4)>>
<<run Ember.adjustHp($pc, -_pendantDamage)>>
<<run UI.update()>>
<<narration>>
You take _pendantDamage points of damage.<br/>
You tear the chain from your wrist despite the pain, and throw it to the ground. The nervous flutters of the Sprites
grow more panicked!
<</narration>>
<<speech>>
Mercy, human! We act for the Lady of Summer! We were not knowing you would be bound!
<</speech>>
<<narration>>
They begin to flit away in haste as you advance menacingly.
<</narration>>
<<player-speech>>
I do not take kindly to coercion, summer-servants...
<</player-speech>>
<<narration>>
And you raise your $pc.weapon to strike!
[[Attack!|sybaris-fete-summer-attack-sprites-after-remove]]
<</narration>><<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 1"), Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 2")]>>
<<set _combatVictory = "sybaris-fete-summer-attack-sprites-after-remove-success">>
<<set _combatDefeat = "sybaris-fete-summer-attack-sprites-after-remove-fail">>
<<set $combat = null>>
<<include "Combat">><<narration>>
The corpses of the Sprites lie strewn at your feet. Their bent and torn wings seem a desecration.<br/>
No sooner have the sounds of your fracas faded, than a great horned figure appears in front of you in a swirl of wind
and light.<br/>
Unlike your last meeting, Bacchus now towers above you ominously, heavy with ire.
<</narration>>
<<speech>>
You have violated the sacred law of the guests of the Sybaris Fete, mortal. By rights I should kill you, but I will
stay my hand. You are instead banished forthwith and forever more.
<</speech>>
<<narration>>
And with that, he lifts you by the front of your robe and hurls you bodily through the air.<br/>
Once again, you find yourself falling and falling across a foreign sky, eyes burning, lungs screaming, as the tent and
lights of the Fete below hurtle past. You land beyond the outskirts, the light of the Fete just visible between the
distant trees.<br/>
That went well...<br/>
<<link "Continue..." "sybaris-fete-summer-meet-winter-wardens">>
<<run Ember.adjustHp($pc, -(Ember.rollD8() + Ember.rollD8()))>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
You gather yourself, and take stock of your surroundings, but just as you begin to contemplate your next steps, you see
two short, bizarrely angular blue-white figures, followed closely a blue buzzing insect of some kind appear silently
from between the nearby trees. Their twig-like legs recoil like springs off the ground with each step. They do not hide
themselves, but come slowly forward and pause 3 yards from you.
<</narration>>
<<speech>>
You are the mortal they call $pc.name, yes?<br/>
You slew the Vernal Sprites on the ground of the Sybaris Fete, yes?<br/>
We are of the Winter Court, servants of the Mother Morana - Rightful Keeper of the Colors. The Mother will be
well-disposed towards you for ridding the Fey of these summerspawn. Your interests and hers may well align.<br/>
Would you consent to our escort and guidance to the Court of Winter where you might speak with her? You would honor
us greatly.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-summer-meet-winter-wardens-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-summer-meet-winter-wardens-result-succeed">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-summer-meet-winter-wardens-result-fail">>
<</if>><<narration>>
They're impressed by your boldness and a little surprised you're not dead. You're pretty sure they view you as a
powerful figure they would like to make an ally, rather than an enemy. Presenting you to their court would doubtless
increase their prestige amongst their peers.
<</narration>>
<<include "sybaris-fete-summer-meet-winter-wardens-final">><<narration>>
They're hard to read, being weird ice-dwarf creatures, but they're watching you cautiously, even nervously. They're
probably telling you the truth?
<</narration>>
<<include "sybaris-fete-summer-meet-winter-wardens-final">><<narration>>
You need some allies in this strange land, and you suspect you have the upper hand over these two. You decide to trust
these emissaries of the Winter Court. Perhaps they can help you get home...<br/>
You fall into step behind the hovering figures. They look well pleased, and guide you onward into the Forests of the Fey...<br/>
<<link "Continue..." "winter-court-intro">>
<<run Ember.updateCourtFavor($pc, "winter", 2)>>
<</link>>
<</narration>><<run Ember.setWearingPendant($pc, true)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You awake sometime later, bloodied and aching. Cutting through the general throbbing pain is a chafing burn at
your wrist. You look down.<br/>
The medallion of summer is wrapped around it. Its tight metal chain cuts into your bleeding flesh.<br/>
You turn your eyes to the flittering figures nearby, who look at you with blank disregard. One of them approaches.
<</narration>>
<<speech>>
We have said: The Lady will see you whether you wish it or no. She will not be well pleased that you raised
your hand to us...
<</speech>>
<<narration>>
They set off through the Forests of the Fey, and the medallion around your wrist pulls you along as if connected
to an invisible leash. You stumble and fall, and feel it drag you inexorably across the ground. Your captors
do not stop...<br/>
<<link "Continue..." "summer-court-intro">>
<<run Ember.updateCourtFavor($pc, "summer", -2)>>
<</link>>
<</narration>><<narration>>
The chain digs deeper and deeper still, until it cuts into your very flesh. You give up attempting to remove the
pendant, and as the chain relaxes its grip you affix the two erratic Summer Fey with a cold stare.
<</narration>>
<<player-speech>>
I will not forget this. You have made an enemy of me, Servants of Summer.
<</player-speech>>
<<narration>>
They regard you blankly as they reply,
<</narration>>
<<speech>>
None defy the Lady Titania. If she summons, then it will be. You should be not more resisting.
<</speech>>
<<narration>>
[[Continue...|sybaris-fete-summer-cease-your-attempts-continue]]
<</narration>><<narration>>
You reluctantly follow the fitting Vernal Sprites.<br/>
You follow your guides, who wend a circuitous path through the tents and buildings of the Fete. Eventually crowds
thin, and you intuit that you are coming to the far outskirts of the Sybaris Fete. And indeed before long, the
last of the increasingly shabby tents and rickety stalls with their strange denizens peter to an end.<br/>
Your flittering hosts become more cautious as you approach this border, turning their heads from side to side
constantly.
<</narration>>
<<player-speech>>
What's wrong?
<</player-speech>>
<<speech>>
Speak nothing, human!<br/>
The winter wardens are present, who are loving the cold and hating the Lady. If they find us they will kill us surely!
<</speech>>
<<narration>>
Hearing this, you crouch low behind them, and mimic their movements.<br/>
As you cross into the blue-hued forest of the Feywild, outside the safe haven of the Sybaris Fete, your guides suddenly
still, then dive hastily behind a mighty tree.<br/>
Two short, bizarrely angular blue-white figures, followed closely a blue buzzing insect of some kind, appear silently
from between the nearby trees. Their twig-like legs recoil like springs off the ground with each step, and their hands
feature long sharp needle-point fingers.They search frantically, but haven't yet spotted you or your companions.
<</narration>>
<<prompt>>
[[Hide|sybaris-fete-summer-hide-from-wardens]] -or-<br/>
[[Call out to the Winter Wardens|sybaris-fete-summer-call-out-to-wardens]]
<</prompt>><<set _diceRollCheck_header = "You attempt to hide from the ice-like creatures...">>
<<set _targetStat = "Stealth">>
<<set _dc = 19>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-summer-hide-from-wardens-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-summer-hide-from-wardens-succeed">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-summer-go-with-sprites-results-failure">>
<</if>><<narration>>
By some miracle, the angular ice creatures do not see you or your companions, and eventually pass on into the woods and
out of sight.<br/>
You breathe a sigh of relief.
<</narration>>
<<player-speech>>
Who are they?
<</player-speech>>
<<speech>>
The Winter Wardens they - servants of Mother Morana. Made of living ice. Not for trifling with - they will freeze you
where your feet stand if their queen says it should be. They are best avoided.
<</speech>>
<<narration>>
You walk onwards, deeper into the forest of the Feywild and towards the court of Lady Titania...<br/>
[[Continue...|summer-court-intro]]
<</narration>><<narration>>
You look at your captors for a moment, then stand and call out.
<</narration>>
<<player-speech>>
Those you seek are here! I am no friend to these creatures, and not your enemy! Help me escape them, and I will
consider myself at your service!
<</player-speech>>
<<narration>>
You have caught the attention of the Winter Wardens!<br/>
They approach, and call out in harsh grating voices.
<</narration>>
<<speech>>
Reveal yourself, in the name of the Mother Morana, Rightful Keeper of the Colors. Surrender or be killed!
<</speech>>
<<narration>>
Your companions throw you looks of surprise and anger, before leaping towards you and the wardens, whips cracking
and sizzling through the air!<br/>
<<link "Attack!" "sybaris-fete-summer-call-to-wardens-fight">>
<<run Ember.updateCourtFavor($pc, "summer", -2)>>
<</link>>
<</narration>><<set _combatFriendlies = [$pc, Ember.getCreatureByType("winter_warden", "Winter Warden 1"), Ember.getCreatureByType("winter_warden", "Winter Warden 2")]>>
<<set _combatEnemies = [Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 1"), Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 2"), Ember.getCreatureByType("cinder_bloom", "Cinder Bloom")]>>
<<set _combatVictory = "sybaris-fete-summer-call-to-wardens-fight-success">>
<<set _combatDefeat = "sybaris-fete-summer-attack-sprites-after-remove-fail">>
<<set $combat = null>>
<<include "Combat">><<narration>>
The corpses of the Vernal Sprites lie bent and broken on the ground. The vague light that they exuded has
sputtered and faded to nothing.<br/>
The Winter Wardens look at you with beady eyes and say.
<</narration>>
<<speech>>
You fought well, mortal. We will speak favorably to the Mother of your acts here. But for now we must flee this
place. There will be others...
<</speech>>
<<narration>>
You fall into step behind the loping ice-figures. They look well pleased, and guide you onward into the Forests
of the Fey...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-summer-call-to-wardens-fight-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<include "sybaris-fete-summer-call-to-wardens-fight-result-succeed">>
<<elseif _totalResult < _dc>>
<<include "sybaris-fete-summer-call-to-wardens-fight-result-fail">>
<</if>>
<<include "sybaris-fete-summer-call-to-wardens-fight-result-final">><<narration>>
They're impressed by your boldness and a little surprised you're not dead. You're pretty sure they view you as a
powerful figure they would like to make an ally, rather than an enemy. Presenting you to their court would
doubtless increase their prestige amongst their peers.
<</narration>><<narration>>
They're hard to read, being weird ice-creatures, but they're watching you cautiously, even nervously. They're
probably telling you the truth?
<</narration>><<narration>>
You need some allies in this strange land, and you suspect you have the upper hand over these two. You decide to
trust these emissaries of the Winter Court. Perhaps they can help you get home...<br/>
You fall into step behind the hovering figures. They look well pleased, and guide you onward into the Forests of
the Fey.<br/>
<<link "Continue..." "winter-court-intro">>
<<run Ember.updateCourtFavor($pc, "winter", 2)>>
<</link>>
<</narration>><<run Ember.setWearingPendant($pc, false)>>
<<narration>>
You make no move to take the necklace.
<</narration>>
<<player-speech>>
I thank you, but I would know more about you offer before sealing it with a gift.
<</player-speech>>
<<narration>>
The creatures twitch and stutter in the air, as if anxious.
<</narration>>
<<speech>>
We play no game, human! This is a gift of friendship! But if not our gift, will you honor us follow to our
Queen? She is full of grace and power, and there is much foreign and dangerous for you here...
<</speech>>
<<prompt>>
[[Go with them|sybaris-fete-summer-no-necklace-go-with-sprites]] -or-<br/>
[[Reject their offer|sybaris-fete-summer-no-necklace-reject-sprites]]
<</prompt>><<narration>>
You consider a moment, then reply.
<</narration>>
<<player-speech>>
I will go with you. Perhaps our interest will align.
<</player-speech>>
<<narration>>
The creatures smile their angular smiles, then turn and gesture for you to accompany them. You fall into step
behind, wondering which rabbit-hole you've fallen into this time.<br/>
<<link "Continue..." "sybaris-fete-summer-no-necklace-go-with-sprites-stealth">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<narration>>
You follow your guides, who wend a circuitous path through the tents and buildings of the Fete. Eventually
crowds thin, and you intuit that you are coming to the far outskirts of the Sybaris Fete. And indeed before
long, the last of the increasingly shabby tents and rickety stalls with their strange denizens peter to an end.<br/>
Your flittering hosts become more cautious as you approach this border, turning their heads from side to side
constantly.
<</narration>>
<<player-speech>>
What's wrong?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Speak nothing, human! The winter wardens are present, who are loving the cold and hating the Lady. If they find
us they will kill us surely!
<</speech>>
<<narration>>
Hearing this, you crouch low behind them, and mimic their movements.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Stealth">>
<<set _dc = 19>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-sprites-stealth-results-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-sprites-stealth-success">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-sprites-stealth-failure">>
<</if>><<narration>>
You follow the Sprites as best you can, flitting like a shadow from tree to tree. When they stop, you stop,
hiding where you can.<br/>
As you cross into the blue-hued forest of the Feywild, outside the safe haven of the Sybaris Fete, your guides
suddenly still, then flit hastily behind a mighty tree and into a hollow in its branches. You shrink into the
spaces between its roots, throwing your cloak over yourself and stilling your breathing as best you can.<br/>
You risk a peek from behind your cloak. Two short, bizarrely angular blue-white figures, followed closely a blue
buzzing insect of some kind, appear silently from between the nearby trees. Their twig-like legs recoil like
springs off the ground with each step. They search frantically, but do not see you or your companions, and
eventually pass on into the woods and out of sight.<br/>
You breathe a sigh of relief as your guides emerge from the tree hollow.
<</narration>>
<<speech>>
The Winter Wardens they - servants of Mother Morana. Made of living ice. Not for trifling with - they will
freeze you where your feet stand if their queen says it should be. They are best avoided.
<</speech>>
<<narration>>
You walk onwards, deeper into the forest of the Feywild and towards the court of Lady Titania...<br/>
[[Continue...|summer-court-intro]]
<</narration>><<narration>>
You follow the Sprites as best you can, flitting like a shadow into the Fey Forest, from tree to tree.<br/>
Your guides suddenly still, then flit hastily behind a mighty tree and into a hollow in its trunk. You dive
for the spaces between its roots, but your feet fail you, and you instead fall with a clatter and an oath to
the forest floor.<br/>
Two short, bizarrely angular blue-white figures, followed closely a blue buzzing insect of some kind, appear
silently from between the nearby trees. Their twig-like legs recoil like springs off the ground with each
step, and their hands feature long sharp needle-point fingers.<br/>
The call out to you in flat grinding voices.
<</narration>>
<<speech>>
Reveal yourself, in the name of the Mother Morana, Rightful Keeper of the Colors. Surrender or be killed!
<</speech>>
<<narration>>
Your companions look at you with contempt and flit towards your attackers, raising thorned whips in their
hands as they do!
[[Attack!|sybaris-fete-sprites-attack-winter-wardens]]
<</narration>><<set _combatFriendlies = [$pc, Ember.getCreatureByType("vernal_sprite", "Oakleaf Fell"), Ember.getCreatureByType("vernal_sprite", "Ashley Spearhand")]>>
<<set _combatEnemies = [Ember.getCreatureByType("winter_warden", "Warden 1"), Ember.getCreatureByType("winter_warden", "Warden 2"), Ember.getCreatureByType("rime_scarab", "Rime Scarab")]>>
<<set _combatVictory = "sybaris-fete-sprites-attack-winter-wardens-success">>
<<set _combatDefeat = "sybaris-fete-summer-sprits-attack-wardens-fail">>
<<set $combat = null>>
<<include "Combat">><<narration>>
The corpses of the Winter Wardens lie shattered at your feet. They appear to have been made of living ice, and
where you have cloven them, the ice lies in chunks that melt into the ground.<br/>
The Vernal Sprites flutter to eye level and address you in their high sibilant voices.
<</narration>>
<<speech>>
You fought well, human. We will tell the Lady that you are a true friend of us! But for now we must flee elsewhere.
More winterlings will come...
<</speech>>
<<narration>>
You fall into step behind the flitting figures once again. They look well pleased, and guide you onward into the
Forests of the Fey...<br/>
<<link "Continue..." "summer-court-intro">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<narration>>
You consider the pendant and the creatures who gave it to you. Something isn't right.
<</narration>>
<<player-speech>>
Please extend my thanks to your Lady for her kind offer, but I cannot accompany you to see her. I have other
plans that demand my time.
<</player-speech>>
<<narration>>
They regard you blankly as they reply.
<</narration>>
<<speech>>
None defy the Lady Titania. If she summons, then it will be. You should be not more resisting.
<</speech>>
<<narration>>
And they draw thorned whips and send them sizzling through the air at you.<br/>
[[Attack!|sybaris-fete-summer-no-necklace-reject-sprites-attack]]
<</narration>><<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 1"), Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 2")]>>
<<set _combatVictory = "sybaris-fete-summer-attack-sprites-after-remove-success">>
<<set _combatDefeat = "sybaris-fete-summer-attack-sprites-after-remove-fail">>
<<set $combat = null>>
<<include "Combat">><<narration>>
Frost bursts upward from the fallen coin and spreads across the ground in an intricate fractal pattern.
<</narration>>
<<speech>>
This night, the coin has fallen, and playing of the Pantomime falls to the Fey of Winter. So be it - Let the
Pantomime of the Aesthetes Commence!<b/><br/>
<</speech>>
<<narration>>
[[Enjoy the pantomime|sybaris-fete-pantomime-winter-scene1]]
<</narration>><<narration>>
The shimmering light suddenly dims to a deep blue-purple, and the thrumming harmony lowers to a subsonic rumble. A
high clear voice rings out.
<</narration>>
<<speech>>
At the beginning of all things, there was a waking and there was a dreaming. The waking was unformed and waiting,
separated from the dreaming by the veil of shadow and light. Into the dreaming, the Sleeping One poured the infinite
bounds of her imagining. Into its darkness she poured light. Into its void she poured land and water. Into its
lifelessness she poured life, and when all was filled to a fullness, she dreamed the colors into being. And so it was
that all the colors filled the dream to its full.<br/>
<</speech>>
<div id="pantomime-winter-scene1a-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#pantomime-winter-scene1a-fade-in" transition>>
<<include "sybaris-fete-pantomime-winter-scene1a">>
<</replace>>
<</link>>
<</narration>>
</div><<speech>>
And the waking world was quiet and wanted for naught.<br/>
<</speech>>
<<narration>>
[[Continue...|sybaris-fete-pantomime-winter-scene2]]
<</narration>><div id="pantomime-winter-scene1-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-winter-scene1-fade-in" transition>>
<<speech>>
In her dream, the Sleeping One walked her well-hued creation and was well satisfied. Where she trod, the dream slowed
its moving and rested in tranquility, and in her footsteps beauty came to be.<br/>
She walked the spring and loved it for the joy in its sweetness<br/>
She walked the summer and loved it for the might of the high sun.<br/>
She walked the fall and loved it for the slow bow of quiet restfulness.<br/>
But the winter she walked, and loved it the best, for in it the beauty of the dream faded least with time.<br/>
<</speech>>
<div id="pantomime-winter-scene2b-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#pantomime-winter-scene2b-fade-in" transition>>
<<include "sybaris-fete-pantomime-winter-scene2b">>
<</replace>>
<</link>>
<</narration>>
</div>
<</replace>>
<</timed>><div id="pantomime-winter-scene2-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-winter-scene2-fade-in" transition>>
<<speech>>
And she wept that the thief, time, should steal beauty away with every passing second, and once gone that it should
be gone forever.
<</speech>>
<<narration>>
[[Continue...|sybaris-fete-pantomime-winter-scene3]]
<</narration>>
<</replace>>
<</timed>><div id="pantomime-winter-scene3-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-winter-scene3-fade-in" transition>>
<<speech>>
The falling flakes of snow saw her tears and touched her face, taking in her sorrows as their own.<br/>
She smiled at their touch and blessed them with life, and made of them her handmaidens and footmen. To them she
entrusted her dream, to keep against the decaying hand of time.<br/>
They sprang up and became the Winter Court, and they were given to the hand of the first-living snow - Mother
Morana.<br/>
And for a time it was good.
<</speech>>
<<narration>>
[[Continue...|sybaris-fete-pantomime-winter-scene4]]
<</narration>>
<</replace>>
<</timed>><div id="pantomime-winter-scene4-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-winter-scene4-fade-in" transition>>
<<speech>>
But the fickle winds of summer soon forgot the Sleeping One, and in their jealousy rebelled against the Mother
Morana.<br/>
Hatred and caprice made them strong, and they took on life themselves - short and twisted life, like a tree fed by
fetid water.
<</speech>>
<div id="pantomime-winter-scene4a-fade-in">
<<narration>>
<<link "Continue...">>
<<replace "#pantomime-winter-scene4a-fade-in" transition>>
<<include "sybaris-fete-pantomime-winter-scene4a">>
<</replace>>
<</link>>
<</narration>>
</div>
<</replace>>
<</timed>><div id="pantomime-winter-scene4b-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-winter-scene4b-fade-in" transition>>
<<speech>>
At their head, the heretic Queen Titania conspired to set the Summer Wind loose on the dream. Everywhere they blew,
they carried with them the seeds of mutability. Where they fell, the slowing so carefully wrought by the winter was
undone, and the beauty there preserved passed away in tears and was forgotten.
<</speech>>
<<narration>>
[[Continue...|sybaris-fete-pantomime-winter-scene4b]]
<</narration>>
<</replace>>
<</timed>><div id="pantomime-winter-scene4c-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-winter-scene4c-fade-in" transition>>
<<speech>>
Mother Morana saw the evil being done by the feckless Winds and set her face against them, causing war to arrive in
the land. As life was taken from Winter and Summer, the dream of the Sleeping One was riven in two by the
nightmare.<br/>
Through the rift poured the precious colors, from the dream into the waking world, where they were never meant to
be.
<</speech>>
<<narration>>
[[Continue...|sybaris-fete-pantomime-winter-scene4c]]
<</narration>>
<</replace>>
<</timed>><div id="pantomime-winter-scene4d-fade-in"></div>
<<timed 1s>>
<<replace "#pantomime-winter-scene4d-fade-in" transition>>
<<include "sybaris-fete-pantomime-winter-scene5">>
<</replace>>
<</timed>><<speech>>
And so it is still - across the dream the Bounding Line stretches, reaving the colors from the Fey and dissipating
them into the Waking World, washed out and wasted on mortals below.<br/>
Against this curse brought down by Summer's hand, we of the winter stand beside Mother Morana. We shall, by slow
patience, take back the Dream and put all to right. When it is done, and the blessing of Winter holds all beauty in
its sway, it shall come to pass that the Sleeping One shall walk in her dream once more, and all shall be well for
dreaming and waking alike.
<</speech>>
<div id="sybaris-fete-pantomime-winter-insight-check-fade-in"></div>
<<timed 2s>>
<<replace "#sybaris-fete-pantomime-winter-insight-check-fade-in" transition>>
<<include "sybaris-fete-pantomime-winter-insight-check">>
<</replace>>
<</timed>><<set _diceRollCheck_header = "What did you think of the pantomime...">>
<<set _targetStat = "Insight">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-pantomime-winter-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
<<if _totalResult gte _dc>>
The Winter Court have an awfully high opinion of themselves...<br/>
There is probably some truth to this origin story, but you sense that the full truth is likely far more
complex...<br/>
Also, did they just say colors are wasted on mortals?
<<elseif _totalResult lt _dc>>
That was a beautiful myth - The Winter Court seem to have a very high calling as Keepers of the Feywild!
<</if>>
<br/>
[[Continue...|sybaris-fete-pantomime-closing-winter]]
<</narration>><<narration>>
The lights dim and extinguish, and the amphitheater fills with the cheers and applause of the assembled rabble.
You slip away, unnoticed you hope, into the crowded tents of the Fete.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-pantomime-closing-winter-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "sybaris-fete-pantomime-closing-winter-success">>
<<elseif _totalResult lt _dc>>
<<include "sybaris-fete-pantomime-closing-winter-fail">>
<</if>><<narration>>
The hairs on the back of your neck prickle as you wander between tents and booths. You surreptitiously glance
behind you, and catch a glimpse of a shadowy shape ducking into the crowd to avoid your gaze. You begin zig-zagging
your way between Fete-goers and structures all around, ducking and moving erratically.<br/>
Your efforts are rewarded - the flash of two angular forms catch your eye, moving quickly through the crowd in an
attempt to relocate you. You turn aside and hide behind some barrels, waiting.<br/>
[[Continue...|sybaris-fete-pantomime-closing-winter-success-2]]
<</narration>><<narration>>
Mere moments later, your pursuers reveal themselves. They are short, bizarrely angular blue-white figures, loping
silently by. Their twig-like legs recoil like springs off the ground with each step. You step from behind your barrel
and address their receding backs in a commanding tone.
<</narration>>
<<player-speech>>
Who are you? Why are you following me?
<</player-speech>>
<<narration>>
With a harsh grunt of surprise, the two figures leap in the air and scurry up a nearby wooden post with needle-like
fingers. They peek fearfully out with dark unblinking eyes.
<</narration>>
<<speech>>
Hold, mortal! We mean no harm! We come as emissaries of the Winter Wardens!
<</speech>>
<<narration>>
The voice is a harsh whisper, with a distortion at its edges, as if the words don't fit in the mouth that uttered them.<br/>
[[Continue...|sybaris-fete-pantomime-closing-winter-success-3]]
<</narration>><<narration>>
You hold their gaze and wait for them to continue, letting your silence emphasize your advantage over them. Eventually
they speak again
<</narration>>
<<speech>>
We of the Winter have noted your coming. Rarely do mortals tread here. When they do, we seek to forge friendships that
might be of mutual benefit. It is to this end that we seek you out.<br/>
May we ask, what is your purpose amongst the Fey? Perhaps we may aid you, and you us?
<</speech>>
<<prompt>>
[[Conceal Your Purposes|sybaris-fete-winter-wardens-conceal-purpose]] -or-<br/>
[[Reveal Your Purposes|sybaris-fete-winter-wardens-reveal-purpose]]
<</prompt>><<player-speech>>
My purposes are my own.
<</player-speech>>
<<narration>>
You respond.
<</narration>>
<<speech>>
Ah. Yes. Caution is wise in a world not your own! But we are bound here as are all others. We can raise no hand
against you even if we wished to. Let us instead give you a gift and an invitation.
<</speech>>
<<narration>>
The second of the creatures produces a beautiful polygonal pendant on a chain and offers it to you. It glows with a
soft violet-blue light.
<</narration>>
<<speech>>
This is the token of Winter's favor. It will mark you as a ward of the Mother Morana and grant you safe passage
amongst all who love or rightly fear her.<br/>
And with it, please allow us to extend to you an invitation: Would you allow us the honor of presenting you to the
Mother Morana? She is the great and gracious leader of we, the Winter Wardens, full of wisdom and beauty.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-winter-wardens-results-check">>
<<include "OmniDiceRollCheck">><<player-speech>>
I seek only a return to my world. If you would aid me in this I will hear you.
<</player-speech>>
<<narration>>
They eye you speculatively a moment, then speak again
<</narration>>
<<speech>>
We are here at the behest of the Mother Morana, greatest of the Fey, and True Keeper of the Colors. She is mighty
beyond reckoning. If you seek a way back to the realm of the humans, she could send you thither. Perhaps you and
she might come to some arrangement...<br/>
We would be honored to escort you to the Winter Court and bring you to her. As a token of our goodwill, we bear a
gift
<</speech>>
<<narration>>
The second of the creatures produces a beautiful polygonal pendant on a chain and offers it to you. It glows with a
soft violet-blue light.
<</narration>>
<<speech>>
This is the token of Winter's favor. It will mark you as a ward of the Mother Morana and grant you safe passage
amongst all who love or rightly fear her.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-winter-wardens-results-check">>
<<include "OmniDiceRollCheck">><<narration>>
You wander aimlessly again, a vague anxiety dogging your steps. You seem no closer to a way home than you were when you
were brought here...<br/>
[[Continue...|sybaris-fete-pantomime-closing-winter-fail-2]]
<</narration>><<narration>>
As you pass down a narrow uninhabited byway between canvas walls, you feel the air grow chilled. Looking down, you see
patterns of frost tracking up your legs. When you try to move, they respond sluggishly, as if the cold has slowed them
to a crawl.<br/>
You feel a thrill of fear, and as you do, two short, bizarrely angular blue-white figures emerge from a concealed
corner and regard you from the top of a nearby post with dark, unblinking eyes.
<</narration>>
<<speech>>
Hail, mortal.
<</speech>>
<<narration>>
The voice is a harsh whisper, with a distortion at its edges, as if the words don't fit in the mouth that uttered them.
<</narration>>
<<speech>>
Fear not, we mean you no harm. We come at the behest of the Winter Wardens, seeking a mere a moment of your time...
<</speech>>
<<narration>>
[[Continue...|sybaris-fete-pantomime-closing-winter-fail-3]]
<</narration>><<narration>>
You regard them warily,
<</narration>>
<<player-speech>>
What do you want of me?
<</player-speech>>
<<narration>>
They leer in response before speaking again.
<</narration>>
<<speech>>
We of the Winter have noted your coming. Rarely do mortals tread here. When they do, we seek to forge friendships that
might be of mutual benefit. It is to this end that we seek you out.<br/>
May we ask, what is your purpose amongst the Fey? Perhaps we may aid you, and you us?
<</speech>>
<<prompt>>
[[Conceal Your Purposes|sybaris-fete-winter-wardens-fail-conceal-purpose]] -or-<br/>
[[Reveal Your Purposes|sybaris-fete-winter-wardens-fail-reveal-purpose]]
<</prompt>><<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-winter-wardens-fail-conceal-purpose-results-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "sybaris-fete-winter-wardens-fail-conceal-purpose-success">>
<<elseif _totalResult lt _dc>>
<<include "sybaris-fete-winter-wardens-fail-reveal-purpose">>
<</if>><<player-speech>>
My purposes are my own.
<</player-speech>>
<<narration>>
You respond.
<</narration>>
<<speech>>
Ah. Yes. Caution is wise in a world not your own! But we are bound here as are all others. We can raise no hand
against you even if we wished to. Let us instead give you a gift and an invitation.
<</speech>>
<<narration>>
The second of the creatures produces a beautiful polygonal pendant on a chain and offers it to you. It glows with a
soft violet-blue light.
<</narration>>
<<speech>>
This is the token of Winter's favor. It will mark you as a ward of the Mother Morana and grant you safe passage
amongst all who love or rightly fear her.<br/>
And with it, please allow us to extend to you an invitation: Would you allow us the honor of presenting you to the
Mother Morana? She is the great and gracious leader of we, the Winter Wardens, full of wisdom and beauty.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-winter-wardens-results-check">>
<<include "OmniDiceRollCheck">><<narration>>
You speak reluctantly,
<</narration>>
<<player-speech>>
I seek only a return to my world. If you would aid me in this, I will hear you.
<</player-speech>>
<<narration>>
They eye you speculatively a moment, then speak again.
<</narration>>
<<speech>>
We are here at the behest of the Mother Morana, greatest of the Fey, and True Keeper of the Colors. She is mighty
beyond reckoning. If you seek a way back to the realm of the humans, she could send you thither. Perhaps you and
she might come to some arrangement...<br/>
We would be honored to escort you to the Winter Court and bring you to her. As a token of our goodwill, we bear a gift:
<</speech>>
<<narration>>
The second of the creatures produces a beautiful polygonal pendant on a chain and offers it to you. It glows with a
soft violet-blue light.
<</narration>>
<<speech>>
This is the token of Winter's favor. It will mark you as a ward of the Mother Morana and grant you safe passage
amongst all who love or rightly fear her.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-winter-wardens-results-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<narration>>
They're telling the truth, but definitely not revealing everything about the gift or the invitation. There's a gleam
in their eye that's a little too eager...
<</narration>>
<<elseif _totalResult lt _dc>>
<<narration>>
You're pretty sure they're telling the truth, but you don't have any practice reading the face of a pokey-lookin'
ice dwarf thing.
<</narration>>
<</if>>
<div id="player-alert-winters-favor"></div>
<<timed 3s>>
<<replace "#player-alert-winters-favor" transition>>
<<prompt>>
HEY PLAYER!! (YES, YOU, THE ONE READING THIS RIGHT NOW!!)<br/>
ARE YOU HOLDING OR WEARING THE NECKLACE AT THIS MOMENT??<br/>
[[YES, I'm touching it RIGHT NOW!|sybaris-fete-winter-favor-yes]] -or-<br/>
[[NO, It's nearby but I'm not TOUCHING IT!|sybaris-fete-winter-favor-no]]
<</prompt>>
<</replace>>
<</timed>><<run Ember.setWearingPendant($pc, true)>>
<<narration>>
You reach out and take the necklace from the outstretched hand of the creature. The moment you touch it, the silver
chain wraps itself gently around your wrist, and you feel a slight chill in your hand.<br/>
The creature bows obsequiously and withdraws again with a look of satisfaction.<br/>
<</narration>>
<<speech>>
Come, we will guide you to the Court of Winter. It will be our delight to show you the way and guarantee your
safety!
<</speech>>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<<prompt>>
[[Go with the wardens|sybaris-fete-winter-wardens-accept-go-with-yes]] -or-<br/>
[[Reject their offer|sybaris-fete-winter-wardens-reject-go-with-yes]]
<</prompt>><<run Ember.setWearingPendant($pc, false)>>
<<narration>>
You make no move to take the necklace.
<</narration>>
<<player-speech>>
I thank you, but I would know more about you offer before sealing it with a gift.
<</player-speech>>
<<narration>>
The faintest trace of frustration crosses the face of the angular creature, but they recover quickly.
<</narration>>
<<speech>>
No matter. The gift was for your protection, not our pleasure. Will you honor us and hold court with the Mother
Morana? She would be a powerful friend to you, when all others are strangers...
<</speech>>
<<prompt>>
[[Go with the wardens|sybaris-fete-winter-wardens-accept-go-with-yes]] -or-<br/>
[[Reject their offer|sybaris-fete-winter-wardens-reject-go-with-no]]
<</prompt>><<run Ember.updateCourtFavor($pc, "winter", 1)>>
<<narration>>
You consider a moment, then reply.
<</narration>>
<<player-speech>>
I will go with you. Perhaps our interest will align.
<</player-speech>>
<<narration>>
The creatures nod, well satisfied that their aims are achieved. They turn and gesture for you to accompany them. You
fall into step behind, wondering which rabbit hole you've fallen into this time.<br/>
[[Continue...|sybaris-fete-winter-warden-travel-1]]
<</narration>><<narration>>
You follow your guides, who wend a circuitous path through the tents and buildings of the Fete. Eventually, crowds thin,
and you intuit that you are coming to the far outskirts of the Sybaris Fete. And indeed, before long, the last of the
increasingly shabby tents and rickety stalls, with their strange denizens, peter to an end.<br/>
Your jagged hosts become more cautious as you approach this border, turning their heads from side to side constantly.
<</narration>>
<<player-speech>>
What's wrong?
<</player-speech>>
<<speech>>
Hush, mortal! Not all who attend the Fete love the Mother Morana. The servants of the Usurper Titania, should they find
us, will intercede and kill us without hesitation, and you as well. Still your tongue!
<</speech>>
<<narration>>
Hearing this, you crouch low behind them and mimic their movements.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Stealth">>
<<set _dc = 19>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-winter-wardens-travel-1-results-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-winter-wardens-travel-success">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-winter-wardens-travel-failure">>
<</if>><<narration>>
You follow the steps of the Winter Wardens. When they stop, you stop, hiding in the many shadows.
<br/>
As you cross into the blue-hued forest of the Feywild, outside the safe haven of the Sybaris Fete, your guides suddenly
still, then dive hastily behind a mighty tree. You follow swiftly, and watch through the crook of a branch.<br/>
Three winged figures, earthen-toned, with limbs like flower stems, exaggerated pixie faces, and tousled hair, flit by
with erratic, jerking movements. They search frantically, but do not see you or your companions, and eventually pass
on into the woods and out of sight.<br/>
You and your companions breathe a sigh of relief.
<</narration>>
<<speech>>
Those were Vernal Sprites - servants of the Lady Titania. They are simple-minded and foolish, attracted to every
shining thing that takes their fancy. But they are not to be underestimated - they will flay your flesh from your
bones if they desire or are compelled by their queen's will. They are best avoided.
<</speech>>
<<narration>>
You walk onwards, deeper into the forest of the Feywild and towards the court of Mother Morana...<br/>
[[Continue...|winter-court-intro]]
<</narration>><<narration>>
You try to follow the motions and cues of your host, but your feet fail you.<br/>
As you cross into the blue-hued forest of the Feywild, outside the safe haven of the Sybaris Fete, your guides suddenly
still, then dive hastily behind a mighty tree. You attempt to follow, but trip over a root and fall in a loud clatter
to the forest floor.<br/>
Three winged figures, earthen-toned, with limbs like flower stems, exaggerated pixie faces, and tousled hair, flit into
view. They wield vicious thorned whips, that whistle and crack through the air.<br/>
They call out to you in sibilant melodic voices,
<</narration>>
<<speech>>
By the word of The Lady Titania, Right Keeper of the Colors, we call on you to surrender or be killed!
<</speech>>
<<narration>>
Your companions throw you dirty looks and leap towards your attackers, needle-sharp fingers bared!
<</narration>>
<<prompt>>
[[Attack!|sybaris-fete-wardens-ally-combat]]
<</prompt>><<set _combatFriendlies = [$pc, Ember.getCreatureByType("winter_warden", "Warden Snowhammer"), Ember.getCreatureByType("winter_warden", "Warden Frostblade")]>>
<<set _combatEnemies = [Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 1"), Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 2"), Ember.getCreatureByType("cinder_bloom", "Cinder Bloom")]>>
<<set _combatVictory = "sybaris-fete-wardens-hide-from-sprites-fight-success">>
<<set _combatDefeat = "sybaris-fete-wardens-hide-from-sprites-fight-failure">>
<<set $combat = null>>
<<include "Combat">><<run Ember.updateCourtFavor($pc, "winter", -1)>>
<<narration>>
You consider the pendant and the creatures who gave it to you. Something isn't right.
<</narration>>
<<player-speech>>
Please extend my thanks to your Lady for her kind offer, but I cannot accompany you to see her. I have other plans
that demand my time.
<</player-speech>>
<<narration>>
And with that you attempt to remove the pendant and chain from your wrist. It will not come off! Your nails scrabble
against the chain, but the more you struggle the further the chain digs into your skin.
<</narration>>
<<speech>>
My apologies, but the Mother Morana will not be refused. You will come with us, and you will speak to her.
<</speech>>
<<prompt>>
[[Attempt to remove the pendant|sybaris-fete-winter-remove-pendant]] -or-<br/>
[[Cease your attempts to remove the pendant|sybaris-fete-winter-cease-remove-pendant]]
<</prompt>><<set _diceRollCheck_header = "You continue to try to remove the pendant...">>
<<set _targetStat = "Strength">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-winter-remove-pendant-results-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-winter-remove-pendant-succeed">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-winter-cease-remove-pendant">>
<</if>><<run Ember.setWearingPendant($pc, false)>>
<<set _pendantDamage = Ember.rollDie(4)>>
<<run Ember.adjustHp($pc, -_pendantDamage)>>
<<run UI.update()>>
<<narration>>
You take _pendantDamage points of damage.<br/>
You tear the chain from your wrist despite the pain, and throw it to the ground. The eyes of the Winter wardens
grow wide with fear...
<</narration>>
<<speech>>
Mercy, mortal! It was not us! The Mother Morana instructed us to give it to you! We had no knowledge of the effect!
<</speech>>
<<narration>>
They begin to back away in haste as you advance menacingly.
<</narration>>
<<player-speech>>
I do not take kindly to coercion, Agents of Winter...
<</player-speech>>
<<narration>>
And you raise your $pc.weapon to strike!
<</narration>>
<<prompt>>
[[Attack!|sybaris-fete-removed-pendant-fight]]
<</prompt>><<set _combatFriendlies = [$pc, ]>>
<<set _combatEnemies = [Ember.getCreatureByType("winter_warden", "Warden Snowhammer"), Ember.getCreatureByType("winter_warden", "Warden Frostblade")]>>
<<set _combatVictory = "sybaris-fete-removed-pendant-fight-success">>
<<set _combatDefeat = "sybaris-fete-removed-pendant-fight-fail">>
<<set $combat = null>>
<<include "Combat">><<narration>>
The chain digs deeper and deeper still, until it cuts into your very flesh. You give up attempting to remove the
pendant, and as the chain relaxes its grip you affix the two angular Winter Fey with a cold stare.
<</narration>>
<<player-speech>>
I will not forget this. You have made an enemy of me, Winter Wardens.
<</player-speech>>
<<narration>>
Their mouths twist into a smirk as they reply,
<</narration>>
<<speech>>
Kill not the messenger, mortal. It would not alter the fall of the snow one whit either way. We live and breathe
by the mercy of the Mother. Your good opinion does not trouble us.
<</speech>>
<<prompt>>
[[Attack!|sybaris-fete-ceased-remove-pendant-fight]]
<</prompt>><<set _combatFriendlies = [$pc, Ember.getCreatureByType("winter_warden", "Warden Snowhammer"), Ember.getCreatureByType("winter_warden", "Warden Frostblade")]>>
<<set _combatEnemies = [Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 1"), Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 2"), Ember.getCreatureByType("cinder_bloom", "Cinder Bloom")]>>
<<set _combatVictory = "sybaris-fete-ceased-removed-pendant-fight-success">>
<<set _combatDefeat = "sybaris-fete-removed-pendant-fight-fail">>
<<set $combat = null>>
<<include "Combat">><<run Ember.setWearingPendant($pc, true)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You awake sometime later, bloodied and aching. Cutting through the general throbbing pain is a particular cold
chafing at your wrist. You look down.<br/>
The medallion of winter, once offered as a gift, is now wrapped cruelly around your arm. Its cold metal chain cuts
into your bleeding flesh.<br/>
You turn your eyes to the angular figures nearby, who look at you with contemptuous eyes. One of them approaches.
<</narration>>
<<speech>>
The Mother Morana will see you whether you wish it or no. She will not be well pleased that you sought our
destruction...
<</speech>>
<<narration>>
They set off through the Forests of the Fey, and the medallion around your wrist pulls you along as if connected
to an invisible leash. You stumble and fall, and feel it drag you inexorably across the ground. Your captors
laugh and continue on...<br/>
<<link "Continue" "summer-court-intro">>
<<run Ember.updateCourtFavor($pc, "winter", -2)>>
<</link>>
<</narration>><<narration>>
The corpses of the Winter Wardens lie shattered at your feet. They appear to have been made of living ice, and where
you have cloven them, the ice lies in chunks that melt into the ground.<br/>
No sooner have the ring of $pc.weapon on ice faded, than a great horned figure appears in front of you in a swirl
of wind and light.<br/>
Unlike your last meeting, Bacchus now towers above you ominously, heavy with ire.<br/>
<</narration>>
<<speech>>
You have violated the sacred law of the guests of the Sybaris Fete, mortal. By rights I should kill you, but I will
stay my hand. You are instead banished forthwith and forever more.
<</speech>>
<<narration>>
And with that, he lifts you by the front of your robe and hurls you bodily through the air.<br/>
Once again, you find yourself falling and falling across a foreign sky, eyes burning, lungs screaming, as the tent
and lights of the Fete below hurtle past. You land beyond the outskirts, the light of the Fete just visible between
the distant trees.<br/>
That went well...<br/>
<<link "Continue..." "sybaris-fete-removed-pendant-fight-success-continue">>
<<run Ember.adjustHp($pc, -(Ember.rollD8() + Ember.rollD8()))>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
You gather yourself, and take stock of your surroundings, but just as you begin to contemplate your next steps,
you see two small figures approaching you cautiously, hovering and flitting erratically through the trees. They
do not hide themselves, but come slowly forward and pause 3 yards from you. They are a mishmash of greens, with
limbs like flower stems, exaggerated angular faces, and tousled hair, one dark one blonde.
<</narration>>
<<speech>>
You are the mortal they call $pc.name, yes?<br/>
You slew the Winter-wardens on the ground of the Sybaris Fete. You are brave.<br/>
We are of the Summer Court, beloved of Titania - Rightful Keeper of the Colors. The Lady will be well-disposed
towards you for ridding the Fey of two Winter-Wardens. Your interests and hers may well align.<br/>
Would you consent to our escort and guidance to the Court of Summer, where you might speak with her? You
would honor us greatly.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-removed-pendant-fight-success-continues-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-removed-pendant-fight-success-continue-succeed">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-removed-pendant-fight-success-continue-fail">>
<</if>><<narration>>
They're impressed by your boldness and a little surprised you're not dead. You're pretty sure they view you as
a powerful figure they would like to make an ally, rather than an enemy. Presenting you to their court would
doubtless increase their prestige amongst their peers.<br/>
[[Continue...|sybaris-fete-bacchus-exile-kill-wardens-final]]
<</narration>><<narration>>
They're hard to read, being fairies, but they're watching you cautiously, even nervously. They're probably
telling you the truth?<br/>
[[Continue...|sybaris-fete-bacchus-exile-kill-wardens-final]]
<</narration>><<narration>>
You reluctantly follow the steps of the Winter Wardens, who wend a circuitous path through the tents and buildings
of the Fete. Eventually, crowds thin, and you intuit that you are coming to the far outskirts of the Sybaris Fete.
And indeed, before long, the last of the increasingly shabby tents and rickety stalls, with their strange denizens,
peter to an end.<br/>
Your jagged hosts become more cautious as you approach this border, turning their heads from side to side constantly.
<</narration>>
<<player-speech>>
What's wrong?
<</player-speech>>
<<speech>>
Hush, mortal! Not all who attend the Fete love the Mother Morana. The servants of the Usurper Titania, should they
find us, will intercede and kill us without hesitation, and you as well. Still your tongue!
<</speech>>
<<narration>>
As you cross into the blue-hued forest of the Feywild, outside the safe haven of the Sybaris Fete, your guides
suddenly still, then dive hastily behind a mighty tree.<br/>
Three winged figures, earthen-toned, with limbs like flower stems, exaggerated pixie faces, and towseled hair, flit
by with erratic, jerking movements. They search frantically, but haven't yet spotted you or your companions.
<</narration>>
<<prompt>>
[[Hide|sybaris-fete-wardens-hide-from-sprites]] -or-<br/>
[[Call out to the winged figures|sybaris-fete-wardens-call-out-to-sprites]]
<</prompt>><<set _diceRollCheck_header = "You attempt to hide from the sprite-like creatures...">>
<<set _targetStat = "Stealth">>
<<set _dc = 19>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-wardens-hide-from-sprites-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-wardens-hide-from-sprites-succeed">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-wardens-hide-from-sprites-fail">>
<</if>><<narration>>
By some miracle, the winged figures do not see you or your companions, and eventually pass on into the woods and
out of sight.<br/>
You breathe a sigh of relief.
<</narration>>
<<speech>>
Those were Vernal Sprites,
<</speech>>
<<narration>>
your hosts tell you
<</narration>>
<<speech>>
Servants of the Lady Titania. They are simple-minded and foolish, attracted to every shining thing that takes
their fancy. But they are not to be underestimated - they will flay your flesh from your bones if they desire, or
are compelled by their queen's will. They are best avoided.
<</speech>>
<<narration>>
You walk onwards, deeper into the forest of the Feywild and towards the court of Mother Morana...<br/>
[[Continue...|winter-court-intro]]
<</narration>><<narration>>
You attempt to follow your hosts into hiding, but trip over a root and fall in a loud clatter to the forest floor.<br/>
Three winged figures, earthen-toned, with limbs like flower stems, exaggerated pixie faces, and tousled hair, flit
into view. They wield vicious thorned whips, that whistle and crack through the air.<br/>
They call out to you in sibilant melodic voices,
<</narration>>
<<speech>>
By the word of The Lady Titania, Right Keeper of the Colors, we call on you to surrender or be killed!
<</speech>>
<<narration>>
Your companions throw you dirty looks and leap towards your attackers, needle-sharp fingers bared!
<</narration>>
<<prompt>>
[[Attack!|sybaris-fete-wardens-hide-from-sprites-fail-fight]]
<</prompt>><<set _combatFriendlies = [$pc, Ember.getCreatureByType("winter_warden", "Warden Snowhammer"), Ember.getCreatureByType("winter_warden", "Warden Frostblade")]>>
<<set _combatEnemies = [Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 1"), Ember.getCreatureByType("vernal_sprite", "Vernal Sprite 2"), Ember.getCreatureByType("cinder_bloom", "Cinder Bloom")]>>
<<set _combatVictory = "sybaris-fete-wardens-hide-from-sprites-fight-success">>
<<set _combatDefeat = "sybaris-fete-wardens-hide-from-sprites-fight-fail">>
<<set $combat = null>>
<<include "Combat">><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You awake sometime later, bloodied and aching. Cutting through the general throbbing pain is a chafing burn at your
wrist. You look down.<br/>
A medallion much like the one offered to you by the Winter Wardens is wrapped around your forearm. Its tight metal
chain cuts into your bleeding flesh.<br/>
You turn your eyes to the flittering figures nearby, who look at you with blank disregard. One of them approaches.
<</narration>>
<<speech>>
The Lady of Summer will see you whether you wish it or no. She will not be well pleased that you were found in the
company of the Winter Wardens, and raised your hand against us...
<</speech>>
<<narration>>
They set off through the Forests of the Fey, and the medallion around your wrist pulls you along as if connected to
an invisible leash. You stumble and fall, and feel it drag you inexorably across the ground. Your captors do not
stop...<br/>
<<link "Continue" "summer-court-intro">>
<<run Ember.updateCourtFavor($pc, "summer", -2)>>
<</link>>
<</narration>><<narration>>
The corpses of the Vernal Sprites lie bent and broken on the ground. The vague light that they exuded has sputtered
and faded to nothing.<br/>
The Winter Wardens look at you with beady eyes and say,
<</narration>>
<<speech>>
You fought well, mortal. We will speak favorably to the Mother of your acts here. But for now we must flee this
place. There will be others...
<</speech>>
<<narration>>
You fall into step behind the loping ice-figures. They look well pleased, and guide you onward into the Forests
of the Fey...<br/>
<<link "Continue..." "winter-court-intro">>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<</link>>
<</narration>><<narration>>
You look at your captors for a moment, then stand and call out.
<</narration>>
<<player-speech>>
Those you seek are here! I am no friend to these creatures, and not your enemy! Help me escape them, and I will
consider myself at your service!
<</player-speech>>
<<narration>>
You have caught the attention of the three winged figures!<br/>
They approach, and you get a better look at them. They are earthen-toned with limbs like flower stems, exaggerated
pixie faces, and tousled hair. They wield vicious thorned whips, that whistle and crack through the air.<br/>
The call out to you in sibilant melodic voices,
<</narration>>
<<speech>>
By the word of The Lady Titania, Right Keeper of the Colors, we call on you to surrender or be killed!
<</speech>>
<<narration>>
Your companions throw you looks of surprise and anger, before leaping towards you and your attackers, needle-sharp
fingers bared!
<</narration>>
<<prompt>>
<<link "Attack!" "sybaris-fete-call-to-sprites-for-help-fight">>
<<run Ember.updateCourtFavor($pc, "winter", -2)>>
<</link>>
<</prompt>><<set _combatFriendlies = [$pc, Ember.getCreatureByType("vernal_sprite", "Oakleaf Fell"), Ember.getCreatureByType("vernal_sprite", "Ashley Spearhand")]>>
<<set _combatEnemies = [Ember.getCreatureByType("winter_warden", "Warden Snowhammer"), Ember.getCreatureByType("winter_warden", "Warden Frostblade")]>>
<<set _combatVictory = "sybaris-fete-call-to-sprites-for-help-fight-success">>
<<set _combatDefeat = "sybaris-fete-removed-pendant-fight-fail">>
<<set $combat = null>>
<<include "Combat">><<narration>>
The corpses of the Winter Wardens lie shattered at your feet. They appear to have been made of living ice, and where
you have cloven them, the ice lies in chunks that melt into the ground.<br/>
You turn your eyes to your ad hoc allies, who approach you warily.
<</narration>>
<<speech>>
You are the mortal they call $pc.name, yes?<br/>
We are thankful for your help. You are brave.<br/>
We are of the Summer Court, beloved of Titania - Rightful Keeper of the Colors. The Lady will be well-disposed
towards you for ridding the Fey of two Winter Wardens. Your interests and hers may well align.<br/>
Would you consent to our escort and guidance to the Court of Summer, where you might speak with her? You would
honor us greatly.
<</speech>>
<<narration>>
[[Continue...|sybaris-fete-sprites-of-summer-court]]
<</narration>><<narration>>
You need some allies in this strange land, and you suspect you have the upper hand over these two. You decide to
trust these emissaries of the Summer Court. Perhaps they can help you get home...<br/>
You fall into step behind the hovering figures. They look well pleased, and guide you onward into the Forests of
the Fey...<br/>
<<link "Continue" "summer-court-intro">>
<<run Ember.updateCourtFavor($pc, "summer", 2)>>
<</link>>
<</narration>><<run Ember.updateCourtFavor($pc, "winter", -1)>>
<<narration>>
You consider the pendant and the creatures who gave it to you. Something isn't right.
<</narration>>
<<player-speech>>
Please extend my thanks to your Lady for her kind offer, but I cannot accompany you to see her. I have other plans
that demand my time.
<</player-speech>>
<<narration>>
Their solicitous grins become menacing leers.
<</narration>>
<<speech>>
A regrettable choice, mortal, but the Mother Morana will not be refused. You will come with us, and you will speak
to her.
<</speech>>
<<narration>>
They leap at you, needle-like fingers extended...
<</narration>>
<<prompt>>
[[Attack!|sybaris-fete-winter-wardens-reject-go-with-no-fight]]
<</prompt>><<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("winter_warden", "Warden Snowhammer"), Ember.getCreatureByType("winter_warden", "Warden Frostblade")]>>
<<set _combatVictory = "sybaris-fete-removed-pendant-fight-success">>
<<set _combatDefeat = "sybaris-fete-removed-pendant-fight-fail">>
<<set $combat = null>>
<<include "Combat">><<narration>>
You gather yourself, and take stock of your surroundings, but just as you begin to contemplate your next steps,
you see two small figures approaching you cautiously, hovering and flitting erratically through the trees. They
do not hide themselves, but come slowly forward and pause 3 yards from you. They are a mishmash of greens, with
limbs like flower stems, exaggerated angular faces, and tousled hair, one dark, one blonde.
<</narration>>
<<speech>>
You are the mortal they call $pc.name, yes?<br/>
You slew the Winter Wardens on the ground of the Sybaris Fete. You are brave.<br/>
We are of the Summer Court, beloved of Titania - Rightful Keeper of the Colors. The Lady will be well-disposed
towards you for ridding the Fey of two Winter Wardens. Your interests and hers may well align.<br/>
Would you consent to our escort and guidance to the Court of Summer, where you might speak with her? You would
honor us greatly.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-bacchus-exile-kill-wardens-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult >= _dc>>
<<goto "sybaris-fete-bacchus-exile-kill-wardens-result-succeed">>
<<elseif _totalResult < _dc>>
<<goto "sybaris-fete-bacchus-exile-kill-wardens-result-fail">>
<</if>><<narration>>
They're impressed by your boldness and a little surprised you're not dead. You're pretty sure they view you as a
powerful figure they would like to make an ally, rather than an enemy. Presenting you to their court would
doubtless increase their prestige amongst their peers.
<</narration>>
<<include "sybaris-fete-bacchus-exile-kill-wardens-final">><<narration>>
They're hard to read, being fairies, but they're watching you cautiously, even nervously. They're probably telling
you the truth?
<</narration>>
<<include "sybaris-fete-bacchus-exile-kill-wardens-final">><<narration>>
You need some allies in this strange land, and you suspect you have the upper hand over these two. You decide to
trust these emissaries of the Summer Court. Perhaps they can help you get home...<br/>
You fall into step behind the hovering figures. They look well pleased, and guide you onward into the Forests of
the Fey...<br/>
<<link "Continue" "summer-court-intro">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<run Ember.longRest($pc)>>
<<run UI.update()>><<run Ember.longRest($pc)>>
<<run UI.update()>>
<<narration>>
Long days of travel come and pass and meld into each other. Your wounds heal by degrees, and you fall into a
familiar pattern of movement and rest.<br/>
LONG REST! YOU FULLY HEAL!<br/>
Your companions speak to you little, and respond to your questions in harsh grunts, ambivalent stares, and the
occasional gesture towards this or that. You feel terribly alone. In your travels before, this world was so
filled with wonders and terrors that you were left little time to miss home. It is not so now.<br/>
Certainly, you pass wonders and impossibilities with every waking hour: A field of deep red flowers with eyes at
their centers that follow you as you move past. Rain that leaps from the ground to the domed sky above. A
mountain that tricks your eye and becomes a valley as you approach. A forest populated by rabbits with white
horns growing form their foreheads. (You manage to draw from your guides after much effort that these are
Almiraj.)<br/>
All this and more your eyes and ears take in, but it is all a versicolor echo of a reality that calls to you in
your very bones. Rolling hills of saturated green grass and impossibly garish flowers only make you long for the
subtler greens and modest blooms of home - a strange thought for a strange land.<br/>
[[Continue...|winter-court-2]]
<</narration>><<narration>>
By and by the patterns of these vistas change. Where once ever color competed for your eye's attention, you now
see that cooler deeper shades prevail, Blues and whites gild reds and yellows, and greens deepen to blacks. Like
much in this place, the beautiful flirts with the garish.<br/>
You can tell you and your party have been walking dusk-ward and winter-ward by Feywild reckoning: the ambient
light lessens, and the air has a chill it did not before. Your guides are unaffected, but you find yourself
pulling your cloak tightly around you, trying to ward off the bite of the frost.<br/>
In time, you crest a hill and a midnight majesty greets you - purple-blue ice arches across and around and over
in staggering defiance of gravity. Every surface is bejeweled with fractal crystals that hold all in a cathedral's
silent awe. You cannot help but breathe more quietly, and whisper when speech is necessary.<br/>
The winter wardens walk past all of this with little regard - this is obviously home for them, and so as
unremarkable to them as breathing.<br/>
[[Continue...|winter-court-3]]
<</narration>><<narration>>
Despite the hallowed silence of this place, there is an abundance of slow and careful movement around you. Small
pure white insect creatures tend to perfectly formed frozen leaf-shapes with gentle touches of their alien mouths
and legs. Great creatures hundreds of feet tall move slow and careful limbs down to pick up colossal pieces of
carefully formed ice, raising them to the heights, and freezing them there with some power native to them. All
movement is slow and gentle and deliberate. A labor of love for beautiful things from the mighty and the small
equally.<br/>
You trail behind your guides through halls and byways and frozen gardens, until they converge in a symmetry.
At the focus is what can only be described as a cathedral hall, roofed over high above you by glacial blue that
winds and twists in recondite patterns. A busied host murmurs here, swirling around a moving center. You are
reminded of a beehive, though with none of the frantic hum - only a faint and gentle susurrus.<br/>
At this distance you cannot see what is at the center of motion, but your guides resolve this for you directly.
They raise their hands and open their mouths and a reverberant cry echoes from them both. The swirling host stops
and then parts, and you walk a gauntlet of stares.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-there-hundreds-creatures-here-can-barely">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-there-hundreds-creatures-here-can-barely-2">>
<</if>><<narration>>
There are hundreds of creatures here, and you can barely tell whether any one of them is sentient or not. The
eyes of the assembly follow you in part, but also follow your foot. And they are afraid. You can hear it in the
silence.<br/>
[[Continue...|winter-court-advance-see-opened-column-ends-circular]]
<</narration>><<narration>>
You advance and see that the opened column ends in a circular space in the crowd. At its center stands a tall
woman watching your approach. She is as solid and serene as a great stone by the sea. Grey eyes regard you
steadily, set in a wide angular face above a strong chin. Grey streaks her hair, which flows from beneath a
horned crown atop her head, to nearly her waist. A fur-lined, hooded cape of rich ermine is draped over her
shoulders, covering a dress of simple deep blue. All beneath is bound by a deep red belt and cincture with
beautiful geometric designs, and from which hang all manner of bells, horns, and talismans. In her hand she
holds a staff that twists at its head. Feathers and bones are tied to it with leather strands and beaded lines.<br/>
She bears some resemblance to a shaman you knew once, but she is not crabbed and dirty as he was. She is rather
commanding and eternal, full of surety and stillness.<br/>
And her eyes draw you in and close off thoughts of all else but her presence and her will.<br/>
<<if $pc.courtFavor.winter gt 0>>
[[Continue...|winter-court-if-winter-court-rating-favorable-positive]]
<<else>>
[[Continue...|winter-court-if-winter-court-rating-unfavorable-zero]]
<</if>>
<</narration>><<speech>>
You are known here, mortal. Your deeds precede you into my house. Gladdened and humbled we are at your presence.
<</speech>>
<<narration>>
And Mother Morana inclines her head in a small bow.<br/>
She turns to the two Winter Wardens who have been your escorts.
<</narration>>
<<speech>>
My thanks to you, my children. You have served me well, and you may go with my blessing.
<</speech>>
<<narration>>
They croon huskily with pleasure and pride, and scamper away.
<</narration>>
<<speech>>
If it pleases you, come. We will speak in private."
<</speech>>
<<narration>>
She turns and the crowd parts to make way for her, and you follow in her wake.<br/>
[[Continue...|winter-court-ascend-stairs-carved-into-icy-arches]]
<</narration>><<narration>>
You ascend stairs carved into icy arches to a platform high above, that overlooks the sprawling ice sculpted city
surrounding. It is uncannily symmetrical in every respect your eye can see. Snow falls from a midnight sky, bathed
in white moonlight, and dotted with a brilliance of stars above.
<</narration>>
<<speech>>
Welcome to the Heart of Winter, mortal.
<</speech>>
<<narration>>
[[Continue...|winter-court-place-where-winter-s-work-most]]
<</narration>><<speech>>
This is the place where the winter's work is most made manifest - where the perfection we so strive to preserve is
most felt, and best seen. It is beautiful, is it not?
<</speech>>
<<prompt>>
How do you Respond?<br/>
Agree with her, truthfully:
<<link "It is breathtaking, My Lady" "winter-court-agree-with-her-truthfully">>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<</link>> -or-<br/>
Agree with her, deceitfully:
<<link "It is indeed, My Lady" "winter-court-agree-with-her-deceitfully">>
<<run Ember.updateCourtFavor($pc, "winter", -1)>>
<</link>> -or-<br/>
Disagree with her: [[It is pretty in its own way, but to my eyes it is incomplete|winter-court-disagree-with-her]]
<</prompt>><<player-speech>>
It is breathtaking, Mother! In my world, we don't have anything like it.
<</player-speech>>
<<narration>>
Morana nods and smiles, and her voice is gentle and proud.
<</narration>>
<<speech>>
You could not have it's equal in your world. This world is the wellspring of all color in every world, and we are
its keepers. We hold them until the returning of the Sleeping One. She will mete them out in right and fair
measure, out of the abundance of her imaginings. In the meantime, we set ourselves to hold back the flow that
bleeds them away to your world and others.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
But do the colors not belong to our world too?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
They do. But not by any will save that of the Sleeping One. Were they left untended, they would to spill over the
edge of the Bounding Line unchecked, and be spent and gone. It is why we hold as much as we can in the perfect
embrace of ice and snow. Some loss is inevitable, and it grieves my heart. But we will hold it back until the
Sleeping One awakes. Soon, I hope.<br/>
But I am distracted. I have questions. Answer them for me, child, and I will see if perhaps you and I might be
of aid to each other.
<</speech>>
<<narration>>
[[Continue...|winter-court-morana-s-questions]]
<</narration>><<set $moranaAnswers to { boundingLine: [], purpose: [], mightiest: [] }>>
<<set _questionHeader to "What do you know of the Bounding Line? (Select all you believe to be true)">>
<<set _questionOptions to [
{ key: "a", text: "It runs across the Feywild and leaks the colors into my world!" },
{ key: "b", text: "It is the line where the dreams of Sleeping One were broken in two." },
{ key: "c", text: "It follows me wherever I go!" },
{ key: "d", text: "The Fool controls it." },
{ key: "e", text: "Nothing! I know nothing about it!" },
{ key: "f", text: "It is a source of meaningless squabblings between deluded zealots." }
]>>
<<set _questionAnswerBucket to $moranaAnswers.boundingLine>>
<<set _questionNextPassage to "winter-court-morana-s-questions-purpose">>
<<include "MultiCheckboxQuestion">><<set _questionHeader to "What is your purpose here? (Select all you believe to be true)">>
<<set _questionOptions to [
{ key: "a", text: "I am trying to get home!" },
{ key: "b", text: "I seek to unbind myself from this world" },
{ key: "c", text: "I act at the Fool's behest" },
{ key: "d", text: "I don't know! No-one will tell me!" },
{ key: "e", text: "I serve the Lady Titania." }
]>>
<<set _questionAnswerBucket to $moranaAnswers.purpose>>
<<set _questionNextPassage to "winter-court-morana-s-questions-mightiest">>
<<include "MultiCheckboxQuestion">><<set _questionHeader to "Who is mightiest in the Feywild? (Select all you believe to be true)">>
<<set _questionOptions to [
{ key: "a", text: "I am!" },
{ key: "b", text: "You are!" },
{ key: "c", text: "The Fool is!" },
{ key: "d", text: "Bacchus! It is Bacchus!" }
]>>
<<set _questionAnswerBucket to $moranaAnswers.mightiest>>
<<set _questionNextPassage to "winter-court-morana-s-questions-result">>
<<include "MultiCheckboxQuestion">><<set _goodSignalCount to 0>>
<<if $moranaAnswers.boundingLine.includes("c")>><<set _goodSignalCount += 1>><</if>>
<<if $moranaAnswers.purpose.includes("b")>><<set _goodSignalCount += 1>><</if>>
<<if $moranaAnswers.mightiest.includes("a")>><<set _goodSignalCount += 1>><</if>>
<<set _hasGoodSignal to _goodSignalCount gte 2>>
<<set _hasBadFlag to $moranaAnswers.boundingLine.includes("f") or $moranaAnswers.purpose.includes("e")>>
<<set _hasDisqualifier to $moranaAnswers.boundingLine.includes("d") or $moranaAnswers.boundingLine.includes("e") or $moranaAnswers.purpose.includes("d") or $moranaAnswers.mightiest.includes("c") or $moranaAnswers.mightiest.includes("d")>>
<<set _effectiveGoodSignal to _hasGoodSignal and not _hasDisqualifier>>
<<if _effectiveGoodSignal and not _hasBadFlag>>
<<include "winter-court-something-behind-morana-s-eyes-shifts">>
<<elseif not _effectiveGoodSignal and not _hasBadFlag>>
<<include "winter-court-morana-s-motherly-smile-widens-good">>
<<elseif _effectiveGoodSignal and _hasBadFlag>>
<<include "winter-court-reset-winter-court-rating-1-no">>
<<else>>
<<include "winter-court-reset-winter-court-rating-1-no-2">>
<</if>><<narration>>
Something behind Morana's eyes shifts, and her steady gaze at you becomes momentarily unsteady.
<</narration>>
<<speech>>
You have a wisdom to you, mortal. I have, perhaps misjudged you. Come, I would have you as both friend and ward.
I can hold back the chaos of this world for you, that you may pass through it unmolested. And in time, by the
gathering of resources, I can send you home.<br/>
Let us make a binding. It is the way amongst us, that friendships are sealed by magic. I will be held to it
even as you are. Neither of us will be able to bring the other to harm while still we walk this world.
<</speech>>
<<narration>>
And Morana holds her crooked staff out to you.
<</narration>>
<<prompt>>
What do you do?<br/>
[[Take the oath with Morana|winter-court-take-oath-with-morana]] -or-<br/>
[[Recite the oath, but withhold your true assent from it|winter-court-recite-oath-but-withold-true-assent]]
<</prompt>><<narration>>>
You take the staff and recite after her.
<</narration>>
<<speech>>
By this pact we hold all winter's trove
Our lives and wills to this our given oath
That while our waking eyes behold this world
Betwixt us always peace, this be our troth.
<</speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.
<</narration>>
<<speech>>
You are a child of winter now, and I am your mother! Be glad, mortal. Few of your kind have ever been so called.
<</speech>>
<<run Ember.setFeyCourt($pc, "winter")>>
<<narration>>
<<if $moranaAnswers.boundingLine.includes("c")>>
[[Continue...|winter-court-i-am-gladdened-my-heart-child]]
<<else>>
[[Continue...|winter-court-i-am-gladdened-my-heart-child-2]]
<</if>>
<</narration>><<speech>>
I am gladdened in my heart, child! We will accomplish much together - I see in the wind the coming change: peace
amongst the Fey by our hand, and a path home for you. It is good indeed!<br/>
I have a secret to share with you.
<</speech>>
<<narration>>
And she draws close, with a conspiratorial seriousness.
<</narration>>
<<speech>>
Even with all my power, I cannot send you back unaided. Three things must be present to thin the walls between
worlds at will. The same three things will end the tragic rift at the heart of the Feywild, and unite us once
again.<br/>
I am the first of them.<br/>
The second is The Bounding Line. As you already know, it follows you with every step you take across the wilds
of the Fey. You are clever to have noticed, and parsed out its meaning! I am glad to call you my child! I will
teach you its uses so we may achieve our ends.
<</speech>>
<<narration>>
And she reaches into thin air and draws from it the end of a gold thread that trails from her hand, around your
foot, and off into nothing. You see no clear end. It just.trails off and disappears.
<</narration>>
<<speech>>
This is the Bounding Line - I have invested it with a limited power to bind whomever it touches. As you well know,
you are already bound up with it yourself. You will use it in my service, and I will in my turn serve you in
sending you home.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-i-am-gladdened-my-heart-child-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-morana-definitely-not-revealing-full-extent">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-morana-s-still-steady-face-too">>
<</if>><<narration>>
Morana is definitely not revealing the full extent of the Bounding Line's power. If she 'invested it with limited
power' how has it already bound you before she had any contact with it at all? You wonder briefly if you could
bind Morana herself with it. Hmmm.<br/>
[[Continue listening.|winter-court-third-element-for-thinning-bounds-most]]
<</narration>><<speech>>
The third element for the thinning of the bounds, and most difficult of all to obtain, is the presence and assent
(coerced or otherwise) of Lady Titania - Queen of the Summer Court.
<</speech>>
<<narration>>
She lets a silence hang in the air a moment before continuing.
<</narration>>
<<speech>>
This is a formidable task. But there is a way. First you must make firm my trust in you by this act of assistance.<br/>
Long have the Heretic Queen and I played at games of espionage. I have found amongst her followers those who
see her delusions and so whisper her secrets in my ear that I might accomplish her downfall. She, by corruption
and deceit, has also found those amongst my children who would betray me, and turned them to her cause. My heart
grieves that this should be true, but it is so. Once such two-faced cur has found a way into my inner circle,
but I cannot by my own arts parse who they might be.<br/>
It is one of my three closest.<br/>
Lord Branok, Keeper of the Frozen Ledger.<br/>
Auntie Cailleach, Grand Matron of the Rime Nursery.
Or Sister Vespera, Eyes of Winter.<br/>
They are all of them dear to me, and my bitter tears will mix with my wrath when they are found.<br/>
Find the traitor, and we will turn them. They will be our way back to the Heretic Queen.<br/>
Speak to each of them. Listen to their words, and find which of them has a tongue of poison. Bring them to me,
and we shall weave good from their evil.
<</speech>>
<<include "winter-court-questioning-for-a-traitor">><<prompt>>
What will you ask or tell Mother Morana?
<</prompt>>
<<set _unvisitedLinksOptions to [
{ label: "Tell me of Lord Branok", passage: "winter-court-lord-branok-my-trusted-right-hand" },
{ label: "I would hear of Auntie Cailleach", passage: "winter-court-auntie-cailleach" },
{ label: "Who is Sister Vespera", passage: "winter-court-sister-vespera" }
]>>
<<include "OmniUnvisitedLinks">>
<<prompt>>
[[I will find the snake amongst your advisors, Mother. I swear it!|winter-court-i-will-find-snake-grass-mother]]
<</prompt>><<speech>>
Lord Branok is my trusted right hand. He maintains the Frozen Ledger, in which the names and doings of my children
are recorded. Every marriage, every birth and death, every oath, debt, and justice done by my court of winter.
He is of the giant kind, and greatest amongst them. I would weep long tears if he had turned against me.
<</speech>>
<<include "winter-court-questioning-for-a-traitor">><<speech>>
Auntie Cailleach is Nursmaid of the Wards. It is she who keeps my wayward children from straying, when corrupting
influence comes amongst them. It is unthinkable that she should be the source of such corruption herself.
<</speech>>
<<include "winter-court-questioning-for-a-traitor">><<speech>>
Sister Vespera - My young adopted daughter, and light of my eye. She is clever and cunning, and loves the beauty of winter nearly as much as I. Her eyes are everywhere, and her ears hear much. It was her servants whom you met at the Sybaris Fete.
<</speech>>
<<include "winter-court-questioning-for-a-traitor">><<player-speech>>
I will find the snake in the grass, Mother Morana. You have my word.
<</player-speech>>
<<narration>>
Morana, nods slowly, and replies in her calm careful voice.
<</narration>>
<<speech>>
This is good, mortal. I trust you to be my eyes and ears. Now depart to your task. I await your return.
<</speech>>
<<narration>>
And with that your understand you are dismissed. You make your way down the stairs to find a traitor.<br/>
[[Continue...|winter-court-take-leave-from-mother-morana-search]]
<</narration>><<narration>>
You take your leave from Mother Morana, in search of the traitor in her courts. You must speak to each of the
three in turn. When you have found them, you will have a choice to make.
<</narration>>
<<include "winter-court-select-a-suspect-to-interview">><<prompt>>
Who will you interview next?
<</prompt>>
<<set _unvisitedLinksOptions to [
{ label: "Seek out Lord Branok", passage: "winter-court-question-lord-branok" },
{ label: "Find Auntie Cailleach", passage: "winter-court-auntie-cailleach-2" },
{ label: "Interview Sister Vespera", passage: "winter-court-sister-vespera-2" }
]>>
<<include "OmniUnvisitedLinks">>
<<prompt>>
[[Name the traitor!|winter-court-who-is-the-traitor]]
<</prompt>><<narration>>
With brief instruction from Mother Morana, you find Lord Branok in his offices. Even here in what is ostensibly
a hall of bureaucracy, there is careful and deliberate attention to order and harmony. Ledgers upon ledgers are
written on sheets of ice, stacked in displaced rows like a fan stood upright. These monoliths of record stretch
far above your head, and when you see Branok himself, it is easy to see why.<br/>
Branok himself is tall and bear-like, sans fur. He stands twice your height, and his skin is the color of
mottled granite. His blocky jagged face is like a shattered rock, and rime crusted hair flows down across his
shoulders and back. Around him, bits of rubble are strewn on the ground, and even as you watch several little
pieces dribble off of his arm and land on the ground with a gentle patter. He looks up from the desk over which
he is hunched as you enter, then turns back to his work. he doesn't seem to have much time for you.
<</narration>>
<<player-speech>>
Are you the Lord Branock? Mother Marana has sent me to see your.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Your coming is known to me, manling. What do you want?
<</speech>>
<<narration>>
He replies with a deep slow-rolling voice.
<</narration>>
<<player-speech>>
I am looking for a traitor.
<</player-speech>>
<<narration>>
You say bluntly.<br/>
At this he ceases his work and turns his massive head to you.
<</narration>>
<<speech>>
And you think I am?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I don't think anything yet. I'm here to ask questions at Morana's behest.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Then ask Manling. I have nothing to hide. I record the truth about beautiful things, so they may never be
forgotten.
<</speech>>
<<include "winter-court-questions-for-lord-branok">><<prompt>>
What question(s) will you ask Lord Branok:<br/>
[[What do you think of Mother Morana?|winter-court-thoughts-on-mother-morana]]<br/>
[[Why do you remain here and record things for her?|winter-court-lord-branok-recording-things-job]]<br/>
[[What do you think of the summer court, and the Lady Titania?|winter-court-heretic-queen-question]]<br/>
[[Your body is breaking down. Why?|winter-court-lord-branok-body-breakdown-question]]
<</prompt>>
<<narration>><</narration>>
<<prompt>>
You can only perform an Insight Check once for Lord Branok. So, when you are done with your questions.<br/>
[[Continue...|winter-court-insight-check-lord-branok]]
<</prompt>><<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-insight-check-lord-branok-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-insight-check-lord-branok-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-insight-check-lord-branok-failure">>
<</if>>
<<include "winter-court-select-a-suspect-to-interview">><<player-speech>>
What do you think of Mother Morana?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
The Mother is great and kind. The winter is hers to steward.
<</speech>>
<<narration>>
He intones, not looking at you.
<</narration>>
<<include "winter-court-questions-for-lord-branok">><<player-speech>>
Why do you remain here and record things for her?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
I am an ugly thing among beautiful things. My body fails. But before I am rubble, I record annals of order and
harmony, and so create order and harmony. It is my place, and I am satisfied at my work.
<</speech>>
<<include "winter-court-questions-for-lord-branok">><<player-speech>>
What do you think of the summer court, and the Lady Titania?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
The heretic queen has no regard for beautiful things. Her children are a destructive nuisance.
<</speech>>
<<include "winter-court-questions-for-lord-branok">><<player-speech>>
Your body is breaking down. Why?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Stone is weaker than ice, but stronger than flesh. I will last longer than most of my brothers and sisters of
winter, but there will come an hour where I am no longer. The cold will seep into my joints and take from me
piece by piece. I once fought this with fire in my chest, and lost all. I have calmed the fire in me. The Mother
took it away. Now I record order in all things for the future of all things. Order and Harmony.
<</speech>>
<<include "winter-court-questions-for-lord-branok">><<narration>>
He is a giant of few words, but you have an intuition that his loyalty can be read as much in his work as in his
words.
<</narration>><<narration>>
He is a giant of few words, and his face looks like someone beat it with a pickaxe. Pretty hard to read his mood
from that.
<</narration>><<narration>>
Auntie Cailleach is not difficult to find. As you descend the steps from your interview with Mother Morana, you
see her at the center of the rippling crowd of Winter Court denizens. Around her the assembled creatures shift
and move like the wake behind a ship. As she speaks to first one, then another, the effect is visible, and also
almost magical. The haughty and proud who confront her crumple at a few words, and whispers upon whispers make
their way from her mouth across and outward into the crowd. She is the dye that colors the Winter Court - small
whispers from her change the color of the court moment by moment.<br/>
From afar she appears as a stooped robed figure. Her shoulders round such that her scarf-covered head is sunk to
her chest level.<br/>
As you approach, a puckered grey-pale face with milk-white eyes peers at you. Impossibly deep wrinkles cleave
every surface, and the skin of cheek, jowl, and ear hang and flap at impossible lengths.<br/>
The tiny mouth buried in all this smiles at you sweetly, despite their setting. It hovers between disturbing and
endearing.<br/>
As you come within earshot, she says to you.
<</narration>>
<<speech>>
The human child approaches. A tall and sure one, and with purpose and magic all aroundabout. The feet are sure
and drag with them an entropy. The mouth has suspicion.
<</speech>>
<<narration>>
And she snickers to herself.
<</narration>>
<<player-speech>>
I have questions for you Auntie Cailleach. Mother Morana sends me to be her eyes and ears. May I speak?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Of course, human child! An honor to speak to the young and unworlded, who has the Mother's words in their mouth!
Speak in whispers though. Loud words upset the children.
<</speech>>
<<narration>>
And she looks about at those of the court surrounding her. As she does, she reaches out with her skeletal hand
and touches your shoulder.<br/>
A fog of confusion clouds your mind.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-auntie-cailleach-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-success-resist-auntie-s-attempt-charm">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-failure-you-are-charmed">>
<</if>><<narration>>
You shrug off the attempt to charm you, and the fog in your mind dissipates, even as your wariness and anger rise.
<</narration>>
<<player-speech>>
Why did you try to charm me, Cailleach? It is the act of a traitor! I should--
<</player-speech>>
<<narration>>
Auntie Cailleach speaks over you in her gentle warbling voice.
<</narration>>
<<speech>>
Why do you fight, pet? Auntie has peace for you - peace and rest. It comes from the magic in the Heart of Winter
and it is a gift to you and to all her children! Do you not want peace and rest?
<</speech>>
<<narration>>
Her tone is one of genuine confusion, but perhaps this also is a ruse.
<</narration>>
<<speech>>
Worry not, little heart! Magic is on my lips and in my fingers always. Peace is my work - peace in the court of
the Mother.
<</speech>>
<<narration>>
And as she speaks her hands keep reaching for you, intent on some disconcerting imitation of gentle motherly
soothing, and small affectionate patting.<br/>
You decide to ask your questions, and see if you can glean more information.
<</narration>>
<<include "winter-court-questions-for-auntie-cailleach">><<prompt>>
What question(s) will you ask Auntie Cailleach:<br/>
[[What happens if the Winter Court fails?|winter-court-auntie-if-court-should-fail]]<br/>
[[Why do you work in Mother Morana's court amongst her children?|winter-court-auntie-why-do-you-work]]<br/>
[[What do you think of the summer court, and the Lady Titania, Auntie?|winter-court-auntie-thoughts-on-summer-queen]]
<</prompt>>
<<narration>><</narration>>
<<prompt>>
You can only perform an Insight Check once for Auntie Cailleach. So, when you are done with your questions.<br/>
[[Continue...|winter-court-insight-check-auntie-cailleach]]
<</prompt>><<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-insight-check-auntie-cailleach-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-insight-check-auntie-cailleach-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-insight-check-auntie-cailleach-failure">>
<</if>>
<<include "winter-court-select-a-suspect-to-interview">><<player-speech>>
What happens if the Winter Court fails?
<</player-speech>>
<<narration>>
Cailleach swells, and her gently motherly tones turn instantly sharp and dangerous. Her wrinkled motherly face
shifts into a bug-eyed undulating countenance of terrible rage.
<</narration>>
<<speech>>
The Winter will never fail! I will tear the heart from any who would bring ruin to the Children! Is that your
wish, little heart? Shall I rip it from your chest, and put an urn of peace in it's place? No? Good, dearest
one! I would not wish that.
<</speech>>
<<narration>>
When she sees you pose no threat, her features rearrange themselves as they were before, and the saccharine
motherly voice returns.
<</narration>>
<<include "winter-court-questions-for-auntie-cailleach">><<player-speech>>
Why do you work in Mother Morana's court amongst her children?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Dearest one! Auntie is entrusted with the precious souls winter is given. We raise them to be lovers of the
unchanging winter. Auntie roots out the festering disease of ill thought and corruption, and plants in its place
love for the Mother, and for the beautiful winter! How could Auntie want more than this?
<</speech>>
<<include "winter-court-questions-for-auntie-cailleach">><<player-speech>>
What do you think of the summer court, and the Lady Titania, Auntie?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
The heretic traitor!
<</speech>>
<<narration>>
She says, and you hear the sound of popping joints and scraping bones from her old body.
<</narration>>
<<speech>>
She loves nothing! She makes things and watches them die. She is a snake and a rot and a wound in the Fey. The
Mother should root her out and let her freeze! She will be a beautiful story to tell the children when she is
dead. Branok will write it and it will be remembered by the Winter. The winter never forgets!
<</speech>>
<<include "winter-court-questions-for-auntie-cailleach">><<narration>>
Auntie Cailleach is a hag, and manipulates the children of winter by word and by magic continuously, moment by
moment. She is very difficult to read.<br/>
However, you have an intuition that her true nature and motives are revealed in her moments of anger.
<</narration>><<narration>>
Auntie Cailleach is a hag, and manipulates the children of winter by word and by magic every moment. She is very
difficult to read!
<</narration>><<narration>>
You awake some time later, still standing in the cyclically moving crowd of the winter courts. There are words
lodged in your head, repeating endlessly in Auntie Cailleach's gentle warbling voice.
<</narration>>
<<speech>>
Tell the Great Mother that Auntie has felt the presence of the poison traitor, but it is not she.
<</speech>>
<<narration>>
Auntie Cailleach herself has moved on - you have but to follow the pattern of her wake in the crowd. But when you
try to navigate the crowd to gain further audience, you find yourself blocked at every turn. Her magical control
over the denizens of the Winter Court is absolute. You have no choice but to read Cailleach's motives from the
scant few words you shared with her
<</narration>>
<<include "winter-court-select-a-suspect-to-interview">><<narration>>
Sister Vespera stands looking through a tall arched window, framed with ornate mullions. She watches the crafting
of the Heart of Winter that you watched with awe when first you approached the city.<br/>
Her frame is that of a young woman in a flowing dress, lithe, and tall. But smoky shadows roil and flow over her
form constantly, forming the illusion of a veiled face and an ever-flowing gown whose train flows out across the
floor like thick black fog.<br/>
She neither moves nor speaks as you approach.
<</narration>>
<<player-speech>>
Sister - I come from the Mother. She wishes me to make your acquaintance.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Yes, the Loving Morana sent you. I know this. I know much. It was my orders that brought you to her.
<</speech>>
<<narration>>
Her voice is a dry murmur, like a slow, forgotten wind.
<</narration>>
<<include "winter-court-questions-for-sister-vespera">><<prompt>>
What question(s) will you ask Sister Vespera:<br/>
[[Why did you bring me here?|winter-court-vespera-why-bring-me-here]]<br/>
[[What is The Mother's will?|winter-court-vespera-what-is-mothers-will]]<br/>
[[What do you think of the Lady Titania?|winter-court-vespera-summer-queen-thoughts]]<br/>
[[I think you are the traitor. Convince me I am wrong.|winter-court-vespera-are-you-traitor]]
<</prompt>>
<<narration>><</narration>>
<<prompt>>
You can only perform an Insight Check once for Sister Vespera. So, when you are done with your questions.<br/>
[[Continue...|winter-court-insight-check-sister-vespera]]
<</prompt>><<speech>>
Trouble me no more, mortal. Your questions are like the summer itself - made of nothing and soon gone.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-insight-check-sister-vespera-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-insight-check-sister-vespera-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-insight-check-sister-vespera-failure">>
<</if>>
<<include "winter-court-select-a-suspect-to-interview">><<player-speech>>
Why did you bring me here?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
I am The Winter Queen's daughter, my ear is always near to her lips, and her will is my watchword. My fingers
reach far, and I saw your coming, and I knew she would weave you to her will.
<</speech>>
<<include "winter-court-questions-for-sister-vespera">><<player-speech>>
What is The Mother's will?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
She spreads her canvas out to the corners of the edges, and keeps the beauty from leaving. Nothing leaves but
by her will.
<</speech>>
<<include "winter-court-questions-for-sister-vespera">><<player-speech>>
What do you think of the Lady Titania?
<</player-speech>>
<<narration>>
Vespera turns her face towards you from the window. The falling shadows give the illusion of shape to her face.
You can tell she is looking at you intently.
<</narration>>
<<speech>>
The Heretic Mother is wily in her own changeable way. The Great Matriarch trades tricks with her back and forth,
but it will not always be so. That is how the story goes - The Sweet Winter Sovereign will prevail, and then the
Sleeping One awakes, and all will be perfect forever.
<</speech>>
<<include "winter-court-questions-for-sister-vespera">><<player-speech>>
I think you are the traitor. Convince me I am wrong.
<</player-speech>>
<<narration>>
Vespera turns her flowing smoky face towards you.
<</narration>>
<<speech>>
You are a fool, and I need convince you of nothing. I am the adopted daughter of the Great Morana. She has given
me all, and I am second only to her in all of Winterdom. What reason could I possibly have to betray her?
<</speech>>
<<include "winter-court-questions-for-sister-vespera">><<narration>>
You are sure of two things. First, something about you made Vespera nervous. Second you have an intuition that it
is very important in your interrogation who Vespera called 'Mother'.
<</narration>><<narration>>
Vespera is nearly impossible to read. She is an utterly alien creature. If she's the traitor, you couldn't detect
it.
<</narration>><<prompt>>
Whom do you believe to be the traitor?<br/>
[[Lord Branok|winter-court-return-mother-morana-name-traitor-immediately]] -or-<br/>
[[Auntie Cailleach|winter-court-return-mother-morana-name-traitor-immediately]] -or-<br/>
[[Sister Vespera|winter-court-pause-before-next-act]]
<</prompt>><<narration>>
You return to Mother Morana, and name your traitor. Immediately she descends the stairs of the Heart of Winter
with you in tow, and strides down the halls of ice to confront them. But even as you race down the halls after
her, you both are interrupted by the patter of a chasing Winter Warden. The small angular figure runs up to
Mother Morana and bows hastily as it approaches.
<</narration>>
<<speech>>
Mother, I come with sorrow. The Sister Vespera has fled. She has been seen in the Wilds of Winter outside of the
Heart.<br/>
My daughter.no.it cannot be!
<</speech>>
<<narration>>
Mother Morana wheels on you, white with fury.
<</narration>>
<<speech>>
You were wrong, mortal, and it has cost me. Vespera, my daughter has betrayed me and fled!
<</speech>>
<<narration>>
Her mask of composure has well and truly slipped. Anger and terrible fear twist her face into an unrecognizable
snarl.
<</narration>>
<<speech>>
If you wish any chance of returning to your worthless realm, you will catch her, and return her to me!!! She
will flee towards the Summer Sun!! Catch her and meet me where the sun and moon meet!! GO!!!
<</speech>>
/* -2 TO WINTER SCORE */
<<narration>>
You flee towards the faraway dawn-light.<br/>
<<link "Continue..." "winter-court-race-from-winter-court-out-from">>
<<run Ember.updateCourtFavor($pc, "winter", -2)>>
<</link>>
<</narration>><<narration>>
You race from the Winter Court, and out from the Heart of Winter, and into the wilds of the Fey once more. You
are uncertain even how you would follow quarry made of black smoke, who leaves no footsteps, but you must try!
<</narration>>
<<prompt>>
You will need to make three survival checks, and surmount two obstacles as you pursue Vespera. If you
successfully navigate an obstacle, pursuing Vespera will become easier. You must pass at least two survival
checks to track her down.
<</prompt>>
<<narration>>
You search the wilds on the outskirts of the Heart of Winter carefully for any sign of hasty passage, drawing
on your scant knowledge of Vespera.
<</narration>>
<<set _diceRollCheck_header = "Make a Survival (Wisdom) Check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-vesepera-chase-survival-1-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-vesepera-chase-survival-1-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-vesepera-chase-survival-1-failure">>
<</if>><<narration>>
Careful observation of the dark and secret byways and paths leading away from the Heart of Winter reveals one
that stands out.<br/>
Flora still exist, even this far night-ward and winter-ward in the Fey Realm. They are utterly unlike normal
trees or shrubs from your world, and they are frozen in perfect pictures of beauty - the highest form of each
of them, cast in icy rigor. It is, admittedly, beautiful.<br/>
Along one path that threads through this petrified woods, you notice that the edges of leaves and branches are
curled and blackened. They have died. Surely Morana and her servants would allow no such denegration of their
perfection here. It must be from the passing of Vespera - a distinctive of the blackened smoke that surrounds
her.<br/>
You have your first clue, and a way forward!<br/>
<<link "Continue..." "winter-court-follow-path-direction-dawn-summer-for">>
<<run Ember.adjustSurvivalScore($pc, 2)>>
<</link>>
<</narration>><<narration>>
You follow this path in the direction of dawn and summer for many days, and the land changes by degrees from
winter to fall. The air changes from crisp cold, to earthy calm. Living trees creak and groan, and bending
boughs reach for the ground as though tired, sometimes shaking without wind, as if to rid themselves of the
autumnal leaves on their branches. Several times, you are caught beneath the branches, and buried in a soft
shower of reds, yellows, browns, and greens.<br/>
Unimaginably great tree trunks lie on the forested floors in various states of decay. Some are hollow, and form
highways down which you can walk. Some make mountainous obstacles you are forced to circumnavicate only with
difficulty.<br/>
You see many creatures, some sentient, some not, some friendly, some wary. You hear enough hints and rumors to
know that you are still on track.<br/>
By and by, you sense you are being followed. The hairs on the back of your neck prickle, and your ears detect
movements behind you that are not the breathing of the woods.
While you continue to walk, betraying nothing of your suspicions, you try to think through your panic of what
this might be, and how you could avoid it.
<</narration>>
<<prompt>>
How do you want to try avoiding whatever is following you?<br/>
[[Disguies yourself with forest detritus and mud|winter-court-disguise-yourself]] -or-<br/>
[[Try the ol' 'throw a stick the wrong way and make a break for it!'|winter-court-throw-stick-run-away]]
<</prompt>><<narration>>
You smear yourself with mud, and plaster your body with leaves and boughs, until you look like a very small tree.
Then when you think the time is ripe, you plant yourself in a likely spot and freeze, praying your disguise will
work.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 8 - Ember.getSurvivalScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-disguise-yourself-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-disguise-yourself-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-fail-either-way">>
<</if>><<narration>>
Mere moments after you have planted yourself and frozen, there is a shuffling of leaves and a cracking of branches.
An overwhelming scent of rot invades your nostrils.<br/>
Three large figures reel out of the woods. They look like nothing so much as great top-heavy toadstools, with
multiple stalks for legs, that constantly move to catch the hats as they fall erratically forwards. It is
comical, or would be if you weren't in a strange forest where most things are probably dangerous.<br/>
They stagger and lurch, stopping occasionally to do what you can only assume is listen. They spend some time
nearby hunting for you with obvious and increasing frustration, before eventually stumbling off into the forest.
You hold your breath until you can hear them no longer, then continue on your way.
<</narration>>
<<if Ember.hasVisitedLocation($pc, "winter-court-race-from-winter-court-out-from")>>
[[Continue...|winter-court-land-make-way-through-changes-again]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-with")>>
<<link "Continue..." "winter-court-time-swamp-gives-way-thankfully-verdant">>
<<run Ember.adjustSurvivalScore($pc, 1)>>
<</link>>
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-into")>>
[[Continue...|winter-court-vespera-emerges-from-shadows-twilit-autumnal]]
<</if>><<narration>>
The land you make your way through changes again by degrees. Majestic autumnal forests give way to plains, and
then to undulating marshlands, punctuated by dramatic rock-spires. This seems to be the midpoint between Summer
and Winter, where neither the cold wet of winter, nor the heavy heat of summer holds sway. It is neither warm nor
cold. It is just still, and heavy. The air swarms with midges, who collect in swarms that hover immovably.<br/>
The trail of Vespera runs cold here in the slow sluggish waters of the marshes. You are forced to cast about and
find a different means of tracking her.
<</narration>>
<<set _diceRollCheck_header = "Make a Survival (Wisdom) Check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 13 - Ember.getSurvivalScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-survival-check-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-survival-check-2-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-survival-check-2-failure">>
<</if>><<narration>>
You look for the normal tracking marks on the ground that my hint at someone's recent passage, but the marshes
are too wet and spongy. footfalls are filled with water and mud nearly the moment they are trod.<br/>
But after watching for some time, you see a pattern that you didn't before. The air never moves, and neither
do the clouds of insects that teem in the air, EXCEPT when you pass by, creating almost imperceptible breeze
that otherwise would never exist in this place. Where you do, the swarms whorl and flow like a painter's
brushstroke. Once you see it, it becomes impossible to miss, and you are able to pick out where not only you,
but another creature has moved through the swamps recently. With other indicators, you are confident you have
your heading!<br/>
<<link "Continue..." "winter-court-time-swamp-gives-way-thankfully-verdant">>
<<run Ember.adjustSurvivalScore($pc, 2)>>
<</link>>
<</narration>><<narration>>
In time, the swamp gives way (thankfully) to verdant plains covered in a dazzling array of flowers, berry bushes,
and trees heavy-laden with strange fruit. You must have crossed into the springward lands of the Feywilds.<br/>
Every breath you draw in is laden with saccharine richness. Floral nectars and berries compete with the sharp
zest of fruits, and the sweet freshness of herbs and foliage.<br/>
You realize you are aching with hunger. Surely something in all of this is edible, right?
<</narration>>
<<prompt>>
What do you do about your hunger?<br/>
[[Examine the berries|winter-court-examine-the-berries]] -or-<br/>
[[Investigate the fruits|winter-court-investigate-the-fruits]] -or-<br/>
[[Inspect the herbs and foliage|winter-court-inspect-herbs-foliage]]
<</prompt>><<narration>>
There are several bushes laden with plump, ripe berries in an assortment of colors and shapes. It all looks delicious,
which means some of it is definitely dangerous. But which?
<</narration>>
<<set _diceRollCheck_header = "Make a nature (Wisdom) Check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 12 - Ember.getSurvivalScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-examine-the-berries-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-examine-the-berries-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-examine-the-berries-failure">>
<</if>><<narration>>
You've been here long enough, and seen enough to make some tenuous connections. You seem to remember those berries
in particular making a rather delicious pie at some stall you saw in passing at the Sybaris Fete, so many ages ago.<br/>
You've eaten stranger foods before with even less evidence to go on, so you dive in. <br/>
And your bravery is rewarded! The berries are tangy-sweet and delicious! You eat your fill, and take as much as you
can comfortably carry for the journey ahead!<br/>
<<run Ember.adjustHp($pc, Ember.rollD10())>>
<<run UI.update()>>
<<if Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-with")>>
<<if Ember.getSurvivalScore($pc) gte 4>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line]]
<<else>>
[[Continue...|winter-court-have-wandered-too-long-wilds-on]]
<</if>>
<<elseif Ember.hasVisitedLocation($pc, "winter-court-race-from-winter-court-out-from")>>
[[Continue...|winter-court-air-warms-considerably-bright-florals-spring]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-into")>>
<<if Ember.getSurvivalScore($pc) gte 4>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line-3]]
<<else>>
[[Continue...|winter-court-flee-fast-re-able-through-wilds]]
<</if>>
<</if>>
<</narration>><<narration>>
You continue dawnward, and in short order descend through the clouds and see a city stretched before you.<br/>
You are certain it is a city, but it is unlike any city you have seen or imagined. It is, for lack of better words,
gloriously disordered. Trees and vines that are also houses and halls flow and stack in and upon one another upward
and outward and around and through. Living grows from dying. Vibrant color crowds upon itself. Life and motion
overflows in every corner. You are overwhelmed and dazzled by it.<br/>
When you have interpolated this scene, and your awe dissipates to some degree, you descend into this mad garden
to find its ruler - Lady Titania.<br/>
[[Continue...|winter-court-expect-some-measure-resistance-challenge-approach]]
<</narration>><<narration>>
You expect some measure of resistance or challenge as you approach, but no challenge comes. Instead, as you enter
the riotous scene, great fronds dip to welcome you, inviting passage in a hundred directions. Branches bow to you.
Flowers wave. And the denizens watch you with a range of curious expressions. Some boldly approach you, touching,
sniffing, licking sometimes, or just watching. Some zip back and forth in tumblesome unending play. There is no
threat here. It strikes you, in fact, as naively joyful. You could with ease catch or destroy anything you see. It
is not until you have walked a while in this paradise of growth and vibrancy that you realize you have unwittingly
been lulled into a sense of security and superiority by the absence of aggression. You realize curiosity and
playfulness are themselves disarming weapons.<br/>
[[Continue...|winter-court-worry-traverse-tangled-way-will-become]]
<</narration>><<narration>>
You worry as you traverse your tangled way that you will become lost, and before long begin asking the various
denizens how you might find Titania. You discover that most are non-sentient or sub-sentient, and merely flit or
lumber away according to their nature. Some appear intelligent but speak no tongue you can understand. Some make
no sound at all, though their intelligence is obvious in their work and interactions with others. It is a strange
harmony.<br/>
Finally, though, one tall ponderous creature that appears more plant than person bows its impossibly tall leafy body
to you, and listens to your request.
<</narration>>
<<player-speech>>
Where can I find the court of the Lady Titania.
<</player-speech>>
<<narration>>
A pause ensues, while the creature looks at you with dark eyes. For a moment you think it has not understood you. Then
it speaks, or makes noise that sounds like speech. You can discern no mouth from which these sounds come.<br/>
The creature hums and harmonizes.
<</narration>>
<<speech>>
Branches of you ask always. The way forward is your thoughts. The garden hears. To your place of longing it will take
you. Direction is in the thinking. Want and it shall be.
<</speech>>
<<narration>>
You gather from this cryptic communication that lefts and rights are less relevant than intenions here, so you
think about your desire for audience with the Lady, and to your surprise a great frond from an impossibly large
flower bends and proffers itself at your feet. You thank the plant-creature, who regards you unblinkingly, then
turns in its ponderous way and moves off upon its business.<br/>
[[Continue...|winter-court-step-from-leaf-branch-stem-with]]
<</narration>><<narration>>
You step from leaf to branch to stem with your prisoner, and eventually do indeed find yourself coming to a clearing.
You soon realize that the clearing is actually an unfathomably large flower bud, opened full wide to the bright sun
shining above. Creatures that blur the line between flora and fauna mill and move about on its petals. Oaken nymphs
and elven flowers watch from luminous eyes, and bizarre insctoids hover and flit on and above you constantly.<br/>
At center of the massive bloom, a throne of sorts is woven of the great flower's style and filament. The anthers
form a graceful hanging canopy that showers a constant gentle rain of golden shimmering pollen down upon you.<br/>
(And to answer your question, no there are no allergies in this particular world. You need not roll for hay fever.)<br/>
On this throne sits she who is undoubtedly the Lady Titania. She is tall and slender, clothed in living branch and
leaf, that move and shuffle with a gentle murmur. A great living butterfly flutters on her bodice. Her red-gold hair
flows down her shoulders, and she wears a crown of fern, frond, and flower that has a gentle life of its own. In her
hand she holds a straight staff, topped with a luminous pink florette. She moves slowly but constantly, not from
restlessness but with constant life.<br/>
When she sees you she calls out. Her voice is high, round, and lush. Words fall from her slow tongue like nectar.
<</narration>>
<<speech>>
Welcome to the Heart of Summer, you lovely little creature! The wind has blown you far and away! Come and sit with me!
<</speech>>
<<narration>>
[[Continue...|winter-court-seat-delicate-petal-stem-weaves-itself]]
<</narration>><<narration>>
A seat of delicate petal and stem weaves itself out of the flower beneath you, which is soft as down when you sit
on it.<br/>
Titania continues.
<</narration>>
<<speech>>
You must be so very tired, dear $pc.name! Yes, I know your name. A little fairy friend at the Fete heard rumors of
your name and your travels, and came back to whisper them in my ear. Oh, The wilds of the Fey can be exhausting I
know! So much color and life! Have a lotus fruit - it will restore you, I promise!
<</speech>>
<<narration>>
She takes a brilliant pink fruit and hands it to you, then takes another for herself and bites into it.
<</narration>>
<<prompt>>
What will you do?<br/>
<<link "Eat the fruit" "winter-court-eat-the-fruit">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<<run Ember.adjustHp($pc, Ember.rollD8() + Ember.rollD8())>>
<<run UI.update()>>
<</link>> -or-<br/>
[[Pretend to eat the fruit|winter-court-pretend-eat-fruit]]
<</prompt>><<narration>>
You inhale, and the smell of it is intoxicating: fresh, sharp, floral, sweet, and mellow all at once.<br/>
You realize you are desperately hungry, and without another thought, consume the lotus fruit with ravenous hunger.<br/>
The taste of the fruit is better than the smell! You feel a heady buzz, and a strange warm calm overcome you. Your
body feels better than it has in many long days.
<</narration>>
<<prompt>>
You feel your head swim, and your tongue loosen. All your Charisma-based checks in the Heart of Summer are now rolled
with Disadvantage.
<</prompt>>
<<narration>>
<<link "Continue..." "winter-court-now-i-am-sure-have-delightful">>
<<run Ember.addDisadvantageStat($pc, "Charisma")>>
<</link>>
<</narration>><<speech>>
Now, I am sure you have a delightful story to tell, full of every exciting thing, and I do so love a good tale!
Tell me about the most beautiful thing you have seen in your travels!
<</speech>>
<<prompt>>
What do you tell Titania?<br/>
[[I have seen many beautiful things. I couldn't possibly choose between them|winter-court-i-have-seen-so-many-beautiful]] -or-<br/>
[[I think that you and the Heart of Summer are the fairest of them all!|winter-court-i-have-walked-many-paths-seen]] -or-<br/>
[[I think the Heart of Winter is past compare|winter-court-i-have-seen-many-things-my]]
<</prompt>><<player-speech>>
I have seen so many beautiful things, Lady Titania. I could not possibly choose between them. Besides, this place
is so different from my world, I would be a poor judge of its beauty.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Oh come now, silly! Look with your eyes! What could possibly outshine the Heart of Summer? The sun lives in the sky
here, and gives light and life to everything forever!<br/>
But I have another question for you about your travels.
<</speech>>
<<narration>>
[[Continue...|winter-court-tell-me-i-used-have-dear]]
<</narration>><<speech>>
Tell me, I used to have a dear friend, who lived far off in the Court of Winter. I did not see her often, but she
love the summer so dearly! She gave up her whole family to be my friend! Doesn't that just make you want to cry
it's so beautiful?<br/>
I haven't heard from her in far too long, and I'm so terribly worried!
<</speech>>
<<prompt>>
What will you tell Titania?<br/>
<<if Ember.isVesperaDead($pc)>>
[[I don't know who you're talking about|winter-court-i-don-t-know-who]] -or-<br/>
[[Yes, Vespera sends her regards|winter-court-yes-vespera-sends-her-regards]] -or-<br/>
[[Vespera is dead|winter-court-vespera-dead-by-mother-morana-s]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-race-from-winter-court-out-from")>>
[[I don't know who you're talking about|winter-court-titania-laughs-patronizing-laugh]] -or-<br/>
[[Yes, Vespera sends her regards|winter-court-titania-laughs-patronizing-laugh]] -or-<br/>
[[Vespera is dead|winter-court-titania-laughs-patronizing-laugh]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-into")>>
[[Do not toy with me Titania. She is here with you already|winter-court-do-not-toy-with-me]]
<</if>>
<</prompt>><<player-speech>>
I don't know who you're talking about. I've never met anyone by that name.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 13 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-i-don-t-know-who-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-i-don-t-know-who-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-i-don-t-know-who-failure">>
<</if>><<narration>>
A momentary look of irritation crosses Titania's face, before the familiar look of girlish cheer returns.
<</narration>>
<<speech>>
Well, no matter! I'm sure I will hear from her eventually. In the meantime, you must make yourself comfortable amongst us.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I cannot stay here Titania. I must return home to my world. I am seeking a way back. Do you know of one?
<</player-speech>>
<<narration>>
There is a pause before Titania responds to you.
<</narration>>
<<speech>>
Do you know, I do know a way! Perhaps we can be friends, and help each other. I have something that my heart dearly
desires as well here in the Feywild, and it is the key to your return home! So what you want and what I want are the
same! Oh we could truly be the best of friends, for we could share all our secrets and nothing could ever come between
us! Let's you and I promise to be best friends while you are here in our realm, $pc.name!! Would you like that? I
would like it very much!
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[Swear an oath with Titania|winter-court-swear-oath-to-titania]] -or-<br/>
[[Refuse to swear an oath with Titania|winter-court-refuse-to-swear-oath-titania]]
<</prompt>><<narration>>
You think a moment, then you reply.
<</narration>>
<<player-speech>>
If you swear to it, then I will as well.
<</player-speech>>
<<narration>>
She nods and claps delightedly, bouncing on her toes like an excited child.
<</narration>>
<<speech>>
Oh how wonderful!"
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech>>
Hold this in your hand and repeat after me then.<br/>
By the moon, and by the shining sun,
by the sleeping one who dreams the dream
This oath I take until my waking's done
Against the summer I will make no scheme.
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
<<if $pc.feyCourt is null>>
[[Repeat the oath earnestly|winter-court-repeat-titania-oath-earnestly]] -or-<br/>
<<elseif $pc.feyCourt is "winter">>
[[repeat the oath earnestly, even though already bound to Winter|winter-court-repeat-oath-earnestly-even-though-bound-to-winter]] -or-<br/>
<</if>>
[[Repeat the oath, but withold true consent|winter-court-repeat-oath-but-withhold-true-consent]]
<</prompt>><<narration>>
You repeat the oath earnestly, following Titania's prompting.<br/>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.<br/>
A look of triumph spreads across Titania's face, before she throws her arms around you in an enthusiastic hug.
<</narration>>
<<speech>>
OH $pc.name, we are going to be the best of friends, and I promise I shall send you home. It's a difficult thing,
but it can be done!
Now, let me tell you how you might help me, and along the way we return you to your home.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-titania-has-a-scheme">>
<<run Ember.updateCourtFavor($pc, "summer", 5)>>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>>
<</narration>><<speech>>
I have a little scheme, and if it works, I will get what I want and you will get what you want! Have you heard of
something called the Bounding Line?
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[Tell the truth|winter-court-tell-the-truth]] -or-<br/>
[[Lie about your knowledge|winter-court-shake-head-i-have-heard-name]] -or-<br/>
[[Attempt to capture Titania with the Bounding Line|winter-court-pause-bluffing-if-considering-her-offer]]
<</prompt>><<player-speech>>
Yes, I know of the Bounding Line. I know of it's power to bind any in the Feywild. I have sworn an oath of friendship
with you because I believe you a better ally than Mother Morana. But do not mistake me for a fool, Titania. We are
allies of convenience. We are not friends.
<</player-speech>>
<<narration>>
Her demeanor changes instantly. She is no longer the bubbly, flighty queen of summer. Instead, her shrewd eyes are
flat and calculating.
<</narration>>
<<speech>>
You are playing a dangerous game, silly mortal. It is good for you that you and I have interests we share. Do not
test the bounds of our oath. The feywild is my home, and I am it's rightful Queen. I know every trick there is, and I
can still find ways to twist you into a knot from which you'll never escape.<br/>
For now, here is my plan. I have eyes and ears that tell me dear Mother Morana is moving to the Sybaris Fete, with
many of her children.You and I shall go there together and meet her. She and I together can open a way to your world.
Morana will have no knowledge of the oath we share. I shall allow you to bind me with the Bounding Line as a trick.
So when the time is right, you can release me, and bind her with the Bounding Line, and so fulfill your oath to me.
Will this suffice, $pc.name?
<</speech>>
<<narration>>
[[Continue...|winter-court-titania-schemes-continue]]
<</narration>><<player-speech>>
Wait, you would consent to be bound with the Bounding Line?
<</player-speech>>
<<narration>>
She responds with surprising cheer.
<</narration>>
<<speech>>
Oh I have a guarantee, dear. You swore and oath! There's more than one way to bind someone here in the Fey Realm,
after all. So it will be mutual, you see? You have me wrapped up in your lovely golden thread, and I have you wrapped
around our little oath! That way we can be friends without any fear at all of ulterior motives!
<</speech>>
<<narration>>
[[Continue...|winter-court-titania-schemes-continue-b]]
<</narration>><<player-speech>>
Fair enough.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Oh good good good! Well there's not a moment to waste! Wrap me up with that lovely little thread, and let's go
catch Mama!
<</speech>>
<<narration>>
You oblige, and after some entirely unnecessary fussing about how and where she is to be bound, (She insists that where
you're bound, she needs to look her best while bound), you depart for the Sybaris Fete once again.<br/>
[[Continue...|winter-court-several-long-days-journey-back-through]]
<</narration>><<narration>>
It is several long days' journey back through the wilds of the Fey. Though you are sure eyes follow you as you travel,
you remain, thankfully, unmolested along your way. Likely, no creature is foolish enough to assault a human with a
Fey Queen in tow.<br/>
You expect yourself to become fatigued as your journey stretches on hour by hour through dawn to the day-lands, but
sleep never overtakes you. How odd.<br/>
Titania talks incessantly as you walk with her through summer-lands. She speaks of all the beautiful things she and
her people have made or grown, and her delight in her world is infectious. Whatever else you may think of the Lady
Titania, there is beauty to be found in her world..<br/>
As with any journey, the rhythm of your footfalls fades into the background of your own thoughts and worries. What end
awaits you when you confront Morana with Titania in hand? Is it really within their power (or anyone's here) to return
you to your home? What will happen to the Bounding Line and the Feywild when your business here is done? All this
cycles in your mind, driving you mad with anticipation.<br/>
Eventually, the rhythm of footfalls floats up from the background of your thoughts again, and you notice you are
hearing the steps of three sets of feet, not just two. You awake from your reverie with a start!<br/>
[[Continue...|winter-court-directly-wake-fool-has-been-matching]]
<</narration>><<narration>>
Directly in your wake, the Fool has been matching your pace, step for step, a mockery of your troubled expression on
his furred face.<br/>
The moment you turn he bounds backwards with a chortle of glee.
<</narration>>
<<speech>>
Well met, again, mortal! You have tracked footprints all about the map haven't you!
<</speech>>
<<narration>>
He turns to the Lady Titania with a foppish bow.
<</narration>>
<<speech>>
My Lady, might I extend my complements on your very flattering attire! The bind, it appears are leading the bind!
<</speech>>
<<narration>>
Titania looks at the Fool warily.
<</narration>>
<<speech>>
Titania: Why are you hear, Meddler? Are you hear to mock me?<br/>
Fool: Perhaps a little, yes! The very stones would cry out injustice if this humiliation went unwitnessed, and so here
I am: perfect in quality for seeing, having eyes, and doubly so for hearing! So tell me, what scene greets my eyes for
a-judging? Or shall I be called a witness?<br/>
Titania: If you are only here to make fun, then I don't want to speak to you. And as I'm sure you've seen, this
silk-threaded ape has no need of you either.<br/>
Fool: Oh, now, be gentle with your tongue or let it rest! The ape might have a name, and perhaps a thought and a will
to match! In fact as my eyes to call my mouth to accountings, the silken ape has trussed the flower in gold! And
I thought Bacchus held all the revels in Sybaris!<br/>
But Peace, $pc.name!
<</speech>>
<<narration>>
The Fool says, seeing you bristle at being called an ape.
<</narration>>
<<speech>>
Fool: I come bearing gifts of gab to match your gifts of golden garb for the Lady! I owe you as much for a story worth
the watching!<br/>
For a human in a land of monsters, you have done abominably well! And so I have a question with an answer buried
inside. You have laid eyes on the opposed Hearts, and traded words with queens of diamonds and spades. And now you
carry a club of a sort.<br/>
So, monstrous mortal, fated to fete or be feted: Who in all the Feywild should be the arbiter of all beautiful things?
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-fool-telling-more-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-fool-telling-more-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fool-telling-more-either">>
<</if>><<narration>>
When you look as if you're going to answer, he holds up a paw.
<</narration>>
<<speech>>
Fool: No no no! The question was a gift, not a question! I have no need of the answer! If I had it I would only have
spoiled the ending before it begins! And it is oh so close!
<</speech>>
<<include "winter-court-fool-telling-more-either">><<narration>>
And with a cackle of unseemly glee, he is gone again.<br/>
You turn to Titania, thinking for a moment she might explain anything the Fool just said to you. But if the Summer
Queen's face held a scowl for you before, it now holds only thunder. You turn back to your journey, with your thoughts
a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see]]
<</narration>><<narration>>
For the second time, you crest a hill and see the Sybaris Fete spread out in the valley below you. The sun and moon
kiss in the sky, and the dizzying colors of the revels spread out below you to the horizon beyond.<br/>
But the silence of the moment is unlike your past experience of the Sybaris Fete. It hangs weighty in the air,
burdened by countless fey creatures, who have made a perfectly straight procession line into the Fete. And at it's
head, the massive form of Bacchus watches your approach.
<</narration>>
<<speech>>
Welcome back, $pc.name!
<</speech>>
<<narration>>
He booms in his slow, rolling tone.
<</narration>>
<<speech>>
I confess, I was anxious for you to leave Sybaris before, but news of your journey has run ahead of you like a rabbit.
All the wild's a stage, and we are but players, bound up in the drama of it. And if we are going to play kings and
queens, where better to have a coronation than a stage?
<</speech>>
<<narration>>
And he bows and gestures down the strange procession line before you.<br/>
You can see the very geography of the valley has changed. Where before the maze of tents was on a plane, they now
slope in a massive gentle curve around a central dais. The entire valley is an amphitheatre for the scene you are to
play out with the Fey Queens.<br/>
[[Continue...|winter-court-advance-down-slope-mighty-amphitheatre-mount]]
<</narration>><<narration>>
You advance down the slope of this mighty amphitheatre and mount the stage, Titania in tow, the murmurs of a vast
alien audience following you.<br/>
You see The Fool the front row, looking up at your with, of all things, popcorn in his paws, and a cheeky grin on
his face.<br/>
And on the stage before you, Mother Morana watches you with just the hint of a triumphant smile on her face.<br/>
Bacchus steps up before you and before all assembled, and raises his great hands. Silence falls rapidly.
<</narration>>
<<speech>>
The stage is set. The players have their marks. Let us watch the drama unfold!
<</speech>>
<<narration>>
And with that he gestures to you, and to the two queens.<br/>
[[Continue...|winter-court-morana-breaks-silence-have-returned-me]]
<</narration>><<narration>>
Morana breaks the silence.
<</narration>>
<<speech>>
You have returned to me, child! How my heart is filled with joy to see you again, and you have brought a gift to me
worthy of the winter!
<</speech>>
<<narration>>
Tititania responds from her bindings.
<</narration>>
<<speech>>
Sister, what a pleasant surprise. You look like the cat that got the cream. Did you know, in my beautiful courts of
summer, that sometimes the cream gets the cat?
<</speech>>
<<narration>>
Morana smirks.
<</narration>>
<<speech>>
Even your bluffs are fickle as the wind, Wayward One. Come now, Winter's peace is upon you and upon us. All your
wild words and ceaseless strivings are at an end. I am to bear the Bounding Line, and with it rule all the Fey.
<</speech>>
<<narration>>
She turns to you.
<</narration>>
<<speech>>
The time is at hand, child. We are Feybound, you and I. There will be peace at my hand here, and you will return
home to your world. This I have promised to you and before them. Leave the Bounding Line in my hands, and you may
return home.
<</speech>>
<<prompt>>
The time has come to make the FINAL choice! Who is to be the Bearer of the Bounding Line?<br/>
<<if $pc.feyCourt is null or $pc.feyCourt is "winter">>
[[Give Morana the Bounding Line|winter-court-give-morana-bounding-line]] -or-<br/>
<<if $pc.feyCourt is "winter">>
[[Try and Fail to give Titania the Bounding Line|winter-court-try-fail-give-titania-bounding-line]] -or-<br/>
[[Keep the bounding line and choose to die|winter-court-keep-bounding-line-die]]
<<elseif $pc.feyCourt is null>>
[[Keep the bounding line successfully for yourself|winter-court-keep-the-bounding-line-yourself]]
<</if>>
<<elseif $pc.feyCourt is "summer" or $pc.feyCourt is null>>
[[Give Titania the Bounding Line|winter-court-give-titania-bounding-line]] -or-<br/>
<<if $pc.feyCourt is "summer">>
[[Try and Fail to give Morana the Bounding Line|winter-court-try-fail-give-morana-bounding-line]] -or-<br/>
[[Keep the bounding line and choose to die|winter-court-keep-bounding-line-die]]
<<elseif $pc.feyCourt is null>>
[[Keep the bounding line successfully for yourself|winter-court-keep-the-bounding-line-yourself]]
<</if>>
<</if>>
<</prompt>><<narration>>
You remember the glories of the Heart of Winter. Of the order and harmony that ruled there, of the unity that governed
the Children of Winter. It is perhaps not perfect, but there is a great deal to be said for preserving the beauty of
this place. Perhaps this is what the Sleeping One they spoke of would want - that she should come back, and the beauty
she dreamed should be waiting for her, ready to be placed back in her care.<br/>
And you are tired. So tired. Past caring for this world and it's exhausting oddities. Past carrying the weight of the
accursed Bounding Line. Past entertaining the mighty at the expense of your own strength. You are ready for it all to
be over.<br/>
You reach out your hand, the gold thread in your outstretched palm.<br/>
Titania cries out.
<</narration>>
<<speech>>
NO! NO! STOP! I will give you anything! You can sit on the flowery throne and rule all the Summer, and I will show you
the secret places of the Feywild, and you will eat the Lotus Flowers! I will--
<</speech>>
<<narration>>
But you are past such temptations now. You want only to be home.<br/>
Morana reaches out and takes the Bounding Line from your hand. A true smile spreads across her face, a smile of triumph
and joy and power, for a prize long sought and only now achieved!
<</narration>>
<<speech>>
Now all the Fey are bound to me - I will remake this realm in my image, and beautiful things will never fade.
<</speech>>
<<narration>>
And even as she says the words, rime spills from her hands along the Bounding Line, and across the ground,
crystallizing by slow degrees every unmoving thing in the great amphitheatre.<br/>
You hear the outraged gasp of the denizens of Summer, who have attended in great number, and the beginnings of
angry shifting in the crowd.<br/>
Bacchus steps forward, and his voice booms again - louder and more commanding this time.
<</narration>>
<<speech>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to command, the crowds
fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|winter-court-morana-turns-i-am-feybound-winter]]
<</narration>><<narration>>
Morana turns to you.
<</narration>>
<<speech>>
I am Feybound to you, and the Winter keeps its promises.
<</speech>>
<<narration>>
She steps forward on the Dais and stretches out her hand. A luminous flake of perfectly fractal snow forms above her
hand, and floats to the center of the stage. She looks to Titania, and says.
<</narration>>
<<speech>>
Come heretic sister. I can compel you to this, but has this child not suffered enough?
<</speech>>
<<narration>>
Titania gives you a murderous look, but extends a freed hand. A perfect luminous yellow flower forms above her hand,
and floast to the stage's center as well, intertwining itself with the snowflake already there. Their light swirls
and extends, opening a door arched with intertwined vines and icy tendrils. Through it, you can see the self-same
carriage and entourage all frozen in the same attitude as when you departed, uncounted days or weeks ago.<br/>
You pause before stepping through, and turn to Morana.
<</narration>>
<<player-speech>>
What is to become of the Summer Queen?
<</player-speech>>
<<narration>>
But before Morana can speak, the Fool come bounding up from his seat at the foot of the stage.
<</narration>>
<<speech>>
I wouldn't dream of interrupting, unless I wanted to. Bacchus, gracious Master of Ceremonies, may I propose a twist in
the plot for the last of decisions?
<</speech>>
<<narration>>
Bacchus chuckles and bows his assent.
<</narration>>
<<speech>>
Delightful! Well then, Ladies of Temperatures Varied. Let us engage in an age old game of chance to determine how this
heated rivalry might conclude. I have a coin! One one side is my fine face, and on the other the hands of the queens.
At the risk of being flippant (a risk near constant for me), let us toss it and see where her fate lies.<br/>
Should my face show, I shall decide. And should the queen's hands show, I think perhaps there is some amusement to be
had in sending her through the portal the queen's hands opened, up the rabbity hole, bound for the mortal world,
yes? One good wander deserves another I should think, and what better answer to a human amongst fairies, but a fairy
amongst humans?
<</speech>>
<<narration>>
A ripple of laughter travels through the crowd, and the Fool gives a comical bow to all assembled, before clapping
his paws.
<</narration>>
<<speech>>
It is settled, then! Let us toss a coin to the air and see what falls!
<</speech>>
<<narration>>
And he hands the coin to you.
<</narration>>
<<set _binaryChoiceHeader to "Toss the coin — which face lands up?">>
<<set _binaryChoiceOptionA to { label: "The Fool's face", passage: "winter-court-coin-lands-fools-face" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "winter-court-coin-lands-queens-hands" }>>
<<include "OmniBinaryChoice">><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The Fool's broad grin
shines from the coin's face, reflected in the same grin on the face of the Fool himself.
<</narration>>
<<speech>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with purest glee.
<</narration>>
<<speech>>
Come Titania, I have a small role for you to play in my tale.
<</speech>>
<<narration>>
And he reaches out with his hands towards the Summer Queen. Though she twists and turns, she is held by the Bounding
Line, and she begins to shrink downwards, until she stands writhing and struggling on the palm of the Fool's paw.<br/>
The Fool gestures with his hand, and a neat little gilded cage springs up around the Summer Queen. He looks expectantly
at Mother Morana, who still holds the Bounding Line. She looks sourly back, but evidently decides not to begin her
rule by challenging both Bacchus and the Fool in front of a crowd. The Bounding Line slithers off of Titania and
back to her hand.
<</narration>>
<<speech>>
Excellent!
<</speech>>
<<narration>>
Says the Fool, as he hangs the little cage from a tassel of his tricorn cloth hat.
<</narration>>
<<speech>>
I have always desired a conscience! She can accompany me everywhere, and give me a voice in my head that I can ignore!
<</speech>>
<<narration>>
And indeed, a high squeaking voice is raging incoherently from within the cage. The bars rattle and shake with a
musical tinkling as Titania vents her anger on the bars of her prison.
<</narration>>
<<speech>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name. Time to return to a more
homely world, yes?
<</speech>>
<<narration>>
[[Walk through the portal|winter-court-with-swelling-joy-hope-step-through]]
<</narration>><<narration>>
With the swelling joy of hope, you step through the portal and are sent tumbling and flailing head over heels through
the air once again, to land, unceremoniously, back where the story started.<br/>
There is a moment, where the scene before you is frozen, before motion resumes all around you, as if nothing changed
and no time passed.<br/>
<<if $pc.background is "Noble">>
[[Continue...|winter-court-returned-noble]]
<<elseif $pc.background is "Soldier">>
[[Continue...|winter-court-returned-soldier]]
<<elseif $pc.background is "Servant">>
[[Continue...|winter-court-returned-servant]]
<</if>>
<</narration>><<narration>>
You find yourself back in the carriage, the missive for Lord Whatsisface on the seat beside you, and your
<<print Ember.getItem($pc.weapon).name>> at your side. Your heart is pumping violently, as if you just woken from
a dream (or nightmare).
<</narration>>
<<speech>>
Anything wrong, M'Lord?
<</speech>>
<<narration>>
A loutish voice intrudes on your recovery.<br/>
You pause, because you haven't the faintest clue how to answer. After a moment you say.
<</narration>>
<<player-speech>>
Yes. All is well. Proceed please.
<</player-speech>>
<<narration>>
The guard who looked in shrugs and turns back to his duties.<br/>
You rub your eyes, trying to clear your head. Did any of that happen? Was it all a dream?<br/>
You feel something weighty in your pocket, and pull it out. The Fool's face reflects back at you from the face of the
coin, and was it a trick of the light, or did it wink at you?<br/>
You lean back and close your eyes as the carriage begins to move again beneath you. Your thoughts turn to
$pc.family.name, your $pc.family.adjective $pc.family.relationship, and you smile. You're actually looking forward
to seeing them - There's something to be said for intolerable relatives.<br/>
And even more to be said for not being bound up in the affairs of Fairies and Fools.<br/>
[[Epilogue|winter-court-years-follow-watch-colors-used-make]]
<</narration>><<narration>>
In the years that follow, you watch the colors that used to make your world so vibrant fade to dull shadows, then
to only greys.<br/>
Various very important and powerful people say many things about 'unspeakable horrors' and 'terrible imbalances
in the power structures of the Fey Realm' with 'catastrophic consequences for our world'.<br/>
You, however, ceased to care long ago. A boring, drab world where life is predictable and safe is much to be preferred.
Heroic endings are for heroes. You're just a $pc.background $pc.class, who occasionally wields a
<<print Ember.getItem($pc.weapon).name>>, but mostly just trades barbs with their $pc.family.adjective
$pc.family.relationship, $pc.family.name.<br/>
It's not much, but it's a living.<br/>
[[The End!|winter-court-let-story-now-ended]]
<</narration>><<run Ember.setStoryCompleted($pc)>>
<<narration>>
<<scroll>>
Let the story now be ended.<br/>
And if we shadows have offended,<br/>
Think but this, and all is mended,<br/>
That you have but slumber'd here<br/>
While these visions did appear.<br/>
And this weak and idle theme,<br/>
No more yielding but a dream,<br/>
Gentles, do not reprehend:<br/>
if you pardon, we will mend.<br/>
Else the Fool a liar call;<br/>
So, good night unto you all.<br/>
<i>A Midsummer Night's Dream: Act V, Scene 1</i>
<</scroll>>
Thank you for sharing in this story with us. We are genuinely honored.<br/>
-Emberglow<br/>
[[Continue to the Credits|credits-roll]]
<</narration>><<narration>>
You find yourself back beside the carriage, trudging as you were a lifetime ago towards wherever, guarding Lord
Whatsisface from harm. Your heart is pumping violently, as if you just woken from a dream (or nightmare).
<</narration>>
<<speech>>
Anything wrong, mate?
<</speech>>
<<narration>>
A loutish voice intrudes on your recovery.<br/>
You pause, because you haven't the faintest clue how to answer. After a moment you say.
<</narration>>
<<player-speech>>
Yeah. I'm fine. I think.
<</player-speech>>
<<narration>>
Your fellow soldier gives yoy a strange look, but eventually shrugs and turns back to his own marching.<br/>
You rub your eyes, trying to clear your head. Did any of that happen? Was it all a dream?<br/>
You feel something weighty in your pocket, and pull it out. The Fool's face reflects back at you from the face of
the coin, and was it a trick of the light, or did it wink at you?<br/>
You try and settle back into the rhythm of marching as the carriage beside you begins to move again. Your thoughts
turn to $pc.family.name, your $pc.family.adjective $pc.family.relationship, and you smile. You're actually looking
forward to seeing them - There's something to be said for intolerable relatives.<br/>
And even more to be said for not being bound up in the affairs of Fairies and Fools.<br/>
[[Epilogue|winter-court-years-follow-watch-colors-used-make]]
<</narration>><<narration>>
You find yourself back atop the carriage, bruises on your backside, once again escorting Lord Whatsisface from
someplace to some other place. Your heart is pumping violently, as if you just woken from a dream (or nightmare).
<</narration>>
<<speech>>
Something wrong?
<</speech>>
<<narration>>
A voice beside you intrudes on your confusion.<br/>
You pause, because you haven't the faintest clue how to answer. After a moment you say.
<</narration>>
<<player-speech>>
Yeah. I'm fine. I think.
<</player-speech>>
<<narration>>
Your fellow servant gives you a strange look, but eventually shrugs and turns back to driving the horses.<br/>
You rub your eyes, trying to clear your head. Did any of that happen? Was it all a dream? <br/>
You feel something weighty in your pocket, and pull it out. The Fool's face reflects back at you from the face of the
coin, and was it a trick of the light, or did it wink at you?<br/>
You try and settle back into the rhythm of the carriage beneath, as it begins to move again. Your thoughts turn to
$pc.family.name, your $pc.family.adjective $pc.family.relationship, and you smile. You're actually looking forward to
seeing them - There's something to be said for intolerable relatives.<br/>
And even more to be said for not being bound up in the affairs of Fairies and Fools.<br/>
[[Epilogue|winter-court-years-follow-watch-colors-used-make]]
<</narration>><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The hands of the queens
shine from the coin's face. The Fool grins a manic grin.
<</narration>>
<<speech>>
The Queen's Hands! Another tale on the other side of the coin from this! Delights unending! Come Lady Winter, let us
send your rival a-spinning, and see where she should land!
<</speech>>
<<narration>>
Morana looks sourly back, but evidently decides not to begin her rule by challenging both Bacchus and the Fool in
front of a crowd. She gives the Bounding Line a vicious yank, which sends Titania spinning at dizzying speed. The
Fool gives her a gleeful little shove, and she falls through the arched door at center stage. The image flickers, and
you see that her journey from this world to hers has shrunk her to the size of a conventional fairy. She flits and
buzzes about the carriage scene in obvious rage, before darting off into the forests of your world, (hopefully) never
to be seen by you again.
<</narration>>
<<speech>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name. Time to return to a more homely world, yes?
<</speech>>
<<narration>>
[[Walk through the portal|winter-court-with-swelling-joy-hope-step-through]]
<</narration>><<narration>>
You take a long look at Morana. You remember her iron-fisted cruelty, and the terrible power she holds over those she
calls children. You remember the order and harmony that governed it, and the frozen beauties Mother Morana claimed as
her mandate. Your visit to the Heart of Winter convinced you of only one thing. You would never wish the Fey Realm to
be frozen by her draconian beauty. Whatever she believes about the wishes of the Sleeping One, this could not be her
will.<br/>
You remember the glories of the Heart of Summer. Of infinite creation, beauty growing from beauty. It is perhaps not
perfect, but surely the will of the Sleeping One would be that the dream would continue, and those who dwell in the
dream should dream themselves. Yes, the endless growth and beautiful freedom of Titania's realm are infinitely to be
preferred to winter's frozen grasp.<br/>
You reach out your hand, the gold thread in your outstretched palm.<br/>
But even as you do, a splitting pain rends your mind, and from your mouth you hear words compelled from your tongue.
<</narration>>
<<player-speech>>
By this pact I hold all winter's trove.
<</player-speech>>
<<narration>>
Mother Morana looks down in cold triumph.
<</narration>>
<<speech>>
The bindings of the Fey hold, child. You may attempt to stray from them, but these magics are woven into the weave.
You will always be brought back. There is no way out.
<</speech>>
<<narration>>
Titania lets out a mocking laugh.
<</narration>>
<<speech>>
Oh dear, mother - I think $pc.name has seen my heart, and loved it more than yours. All your dogmatic little ramblings,
and your prettiest little snowflakes, and this little child from elsewhere spits in your face. How I do love being
right! And with an audience too!
<</speech>>
<<narration>>
Morana's eyes grow cold.
<</narration>>
<<speech>>
I care not how I come to rule, or what this prodigal believes, only that I should rule. The oath is spoken, They have
no choice.
<</speech>>
<<narration>>
You turn to Bacchus and ask.
<</narration>>
<<player-speech>>
Is it true? I do not wish for Mother Morana to rule. Is there no other way? Can you not take it?
<</player-speech>>
<i>This is a very difficult persuasion check!</i>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 20>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-ask-bacchus-against-mother-morana-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-ask-bacchus-against-mother-morana-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-ask-bacchus-against-mother-morana-failure">>
<</if>><<narration>>
Bacchus looks at you with long slow deliberation.
<</narration>>
<<speech>>
"It is possible. Your oath binds you to peace with Winter. As Master of the Sybaris Fete, I am enemy to no creature
in the Wilds of the Fey, winter bound or summer bound.<br/>
But I will caution you, $pc.name. I cannot send you back to your home. You will be forever bound to this realm, never
again to see your home. And I suspect you will make an enemy of these two great queens. Is this truly your will?
<</speech>>
<<prompt>>
How will you respond to Bacchus?<br/>
[[No, I wish to return home. I will give the Bounding Line to Morana|winter-court-give-morana-bounding-line]] -or-<br/>
[[Yes. I will make a home for myself here.|winter-court-ask-bacchus-to-free-from-oath]]
<</prompt>><<narration>>
You nod, and reach out your hand to the great horned Master of the Fete, the gold thread in your outstretched palm.<br/>
Both queens cry out in outrage and desperation, promising you power and thrones and pleasures unending. But in your
estimation, neither is to be trusted since you have rejected both. And if it is to be neither Summer nor Winter, it
shall be in the middle ground, and the chips will fall where they may.<br/>
Bacchus reaches out his great hand and takes the Bounding Line from your hand. An amused smile spreads across his
great face.
<</narration>>
<<speech>>
Well, this was a twist to the plot. Master Fool, has it been worth the watching?
<</speech>>
<<narration>>
The Fool nods his head rapidly, and cackles with glee.<br/>
Bacchus joins in with his booming laugh, and then the whole audience is laughing with them - a laugh of relief and of
joy and merriment, rejected only by Morana and Titania, who stand on the stage with sour faces - the butt of a cosmic
joke.<br/>
Bacchus steps forward, and his voice booms again - louder and more commanding this time.
<</narration>>
<<speech>>
All the wilds are mine now, and my will is that nothing should change. My Fete will be neutral. Winter shall retreat
to its bounds and remain there. Summer shall do the same. The colors will flow into the other planes as they always
have, unfettered by any hand. All this shall be until my time passes, or until the Sleeping One returns to the
dream.
<</speech>>
<<narration>>
And at this a cheer goes up from the assembled Fey!<br/>
As the applause dies down, Bacchus turns to you.
<</narration>>
<<speech>>
And what will do you, $pc.name? Where would you turn to make a new home for yourself?
<</speech>>
<<narration>>
But before you can speak, the Fool come bounding up from his seat at the foot of the stage.
<</narration>>
<<speech>>
I wouldn't dream of interrupting, unless I wanted to. Bacchus, gracious Master of Ceremonies, may I propose a twist
in the plot for the last of decisions?
<</speech>>
<<narration>>
Bacchus chuckles and bows his assent.
<</narration>>
<<speech>>
Delightful! Well then, Creatures and Cretins, Ladies of Temperatures Varied. Let us engage in an age old game of
chance to determine how happily this ever after might be. I have a coin! One one side is my fine face, and on the
other the middle space between the hands of the queens. At the risk of being flippant (a risk near constant for me),
let us toss it and see where this mortal's final fate lies.<br/>
Should my face show, I shall decide. And should the queen's hands show, I think perhaps he should seek some neutral
ground to revel in. What say you?
<</speech>>
<<narration>>
A ripple of laughter and cheers travel through the crowd, and the Fool gives a comical bow to all assembled, before
clapping his paws.
<</narration>>
<<speech>>
It is settled, then! Let us toss a coin to the air and see what falls!
<</speech>>
<<narration>>
And he hands the coin to you.
<</narration>>
<<set _binaryChoiceHeader to "Toss the coin — which face lands up?">>
<<set _binaryChoiceOptionA to { label: "The Fool's face", passage: "winter-court-coin-lands-fools-face-2" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "winter-court-coin-lands-queens-hands-2" }>>
<<include "OmniBinaryChoice">><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The Fool's broad grin
shines from the coin's face, reflected in the same grin on the face of the Fool himself.
<</narration>>
<<speech>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with purest glee.
<</narration>>
<<speech>>
Come $pc.name, I have a small role for you to play in my tale.
<</speech>>
<<narration>>
And he reaches out with his hands towards you. You watch the world grow, until the company towers over you. The Fool
picks you up, and lets you stand on his paw.
<</narration>>
<<speech>>
Well, mortal, I have a place for you. I have always desired a conscience! You can accompany me everywhere, and give
me a voice in my head that I can ignore!
<</speech>>
<<narration>>
And with that, he reaches up with his other paw and parts the folds of his hat. He raises you up, and you look in on
a surprisingly comfortable and well-appointed suite, with a furred carpet. Everything is silk cushions, and soft
hanging curtains. Through the tuile front of the Fool's hat, you can see the stage and the audience ranged in rows
beyond it, You could be comfortable her - you step through the door, and settle yourself in front of the tuile window.<br/>
You hear the Fool say beneath you.
<</narration>>
<<speech>>
And now, I must surrender the stage once more. I believe the curtains call.
<</speech>>
<<narration>>
And to laughter and applause, the curtains fall, and you feel the Fool leap into the air and disappear beneath you, on
to the next tale.<br/>
[[Continue...|winter-court-remain-fool-s-companion-for-untold]]
<</narration>><<narration>>
You remain the Fool's companion for untold adventures. You see a thousand tales unfold, and trade quips with the
Fool until your sides ache with laughter. It is a good way to spend your days.<br/>
Occasionally, your thoughts turn to $pc.family.name, your $pc.family.adjective $pc.family.relationship, and you smile.
You can't say that you miss them, and you've found possibly the best way of avoiding them in any realm anywhere.<br/>
Perhaps after all there is something to be said for being bound up in the affairs of Fairies and Fools.<br/>
[[The End!|winter-court-let-story-now-ended]]
<</narration>><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The hands of the queens shine
from the coin's face. The Fool grins a manic grin.<br/>
<</narration>>
<<speech>>
The place between the queen's hands!
<</speech>>
<<narration>>
He crows, and the crowd cheers.
<</narration>>
<<speech>>
My Lord Bacchus, it would appear you are to have the company of at least one at your revels.
<</speech>>
<<narration>>
And Bacchus replies, jovially.
<</narration>>
<<speech>>
And one is enough for revels a-plenty! Come $pc.name! to my mind you have survived trials enough to have earned
some revelry.
<</speech>>
<<narration>>
And, turning to the assembly he declaims.
<</narration>>
<<speech>>
The flip of the coin has decided it - this mortal is my ward, and will walk the revels of the Sybaris Fete. None
shall raise their hand to them in anger! So shall the oath of peace be satisfied, and so shall they come to no harm
that they do not bring on themselves! I am Bacchus, bearer of the Bounding Line, and in so saying I bind all to my
words here spoken!
<</speech>>
<<narration>>
[[Continue...|winter-court-so-come-inhabit-sybaris-fete-for]]
<</narration>><<narration>>
And so it is that you come to inhabit the Sybaris Fete for the remainder of your days. You sample the delights of a
thousand worlds that make there way to the Fete, and hear and tell a thousand tales. It is a good way to spend your
days.<br/>
Occasionally, your thoughts turn to $pc.family.name, your $pc.family.adjective $pc.family.relationship, and you
smile. You can't say that you miss them, and you've found possibly the best way of avoiding them in any realm
anywhere.<br/>
Perhaps after all there is something to be said for being bound up in the affairs of Fairies and Fools.<br/>
[[The End!|winter-court-let-story-now-ended]]
<</narration>><<narration>>
Bacchus looks at you with long slow deliberation.
<</narration>>
<<speech>>
I cannot do what you ask. It is not for me to take up the Bounding Line. I am Master of Ceremonies here, and that is
enough. Your troubles are your own, $pc.name.
<</speech>>
<<narration>>
You feel your heart sink. You beg.
<</narration>>
<<player-speech>>
Is there no other way?
<</player-speech>>
<<narration>>
Morana, seeing her opportunity, and interrupts.
<</narration>>
<<speech>>
Is my desire so terrible, child? To pause the passing of a dream, and so keep a beautiful thing alive is a noble
work. The Sleeping One will dream again one day, and I will give up the dream to her with joy in my heart. While
this world waits, beautiful things will never fade. This is my heart. Let me have the Bounding Line, child, and I
will send you home as I have promised. If not, you will be choosing death by the breaking of your oath of peace with
me, and that is not my desire!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
And what of the colors of my world?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Ah child, that will be mine to decide. Trust that I love the beautiful enough to steward it well.
<</speech>>
<<prompt>>
What do you choose?<br/>
[[I wish to return home. I will give the Bounding Line to Morana|winter-court-give-morana-bounding-line]] -or-<br/>
[[I cannot surrender the Bounding Line to you, Mother Morana|winter-court-cannot-surrender-boudning-line-to-morana]]
<</prompt>><<player-speech>>
I cannot surrender the Bounding Line to you, Mother Morana. Your honeyed words are poison. The Feywild would become a
terrible monotony if you ruled, and I do not trust you to allow the colors into my world. If you held the Bounding
Line, every world would suffer. If I must die to keep it from your hands, then I will die.
<</player-speech>>
<<narration>>
Morana gasps in surprise and fury, and the crowd gasps with her. You hear the angry rumblings and subtle shifting of
the children of Winter in the crowd. Bacchus steps forward, and his voice booms again - louder and more commanding
this time.
<</narration>>
<<speech>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to command, the crowds
fall silent once more. He gestures once again to the stage.<br/>
But even as the unrest of the crowd flowed around you, you felt the pain once again split your head in two. You fall
to hands and knees and retch repeatedly. You see your hands, and you notice the colors retreating from them, bleeding
onto the stage floor beneath you. You look down at your clothes and they are fading to greys, and then fading
altogether. The oath you took to Mother Morana is taking its toll in your colors, and with it your life.<br/>
You hear with some satisfaction Morana's scream and Titania's shriek, as they watch their best laid plans bleed out.
And in the front row, the Fool is applauding with slow paws.<br/>
He ascends to the stage.<br/>
[[Continue...|winter-court-a-heros-death-but-good]]
<</narration>><<speech>>
The heroes death - I cannot but applaud. If a fool must die, let it be for being right at least! Well, before you are
departed this mortal coil, I will give you a gift for a tale well told. I would not have your last sight be a stage
when the curtain is falling!<br/>
But I am ever a jester, and I would leave your gift to chance as well. Let us engage in an age old game to determine
the last thing you see. I have a coin! One one side is my fine face, and on the other the the hands of the queens who
might have sent you home. At the risk of being flippant (a risk near constant for me), let us toss it and see where
this mortal's final fate lies.<br/>
If my face shows, I will show you a fool you remember, and perhaps in doing grant you a smile.<br/>
If the queen's hands are revealed, I will show you your home, and the fruits of your labor.
<</speech>>
<<narration>>
And with that, the Fool tosses the coin high in the air.
<</narration>>
<<set _binaryChoiceHeader to "Toss the coin — which face lands up?">>
<<set _binaryChoiceOptionA to { label: "The Fool's face", passage: "winter-court-heros-death-fools-face" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "winter-court-heros-death-queens-hands" }>>
<<include "OmniBinaryChoice">><<narration>>
The coin rotates in the air, and lands with a loud ringing on the stage floor in front of you. The Fool's broad grin
shines from the coin's face, reflected in the same grin on the face of the Fool himself.
<</narration>>
<<speech>>
The face of a fool! Come, with your last breaths, let us go find one!
<</speech>>
<<narration>>
And with that, the Fool picks you up as if you are lighter than a feather, and whisks you away. You tumble raggedly
through space, recalling to your fast-fading mind the means by which you were sent to the Feywild so long ago. In
time, you find yourself standing in a familiar room.<br/>
[[Continue...|winter-court-home-sitting-familiar-chair-before-hearth]]
<</narration>><<narration>>
You are at home, sitting in a familiar chair before the hearth where you spent so many evenings in your younger years.
Everything is as your remember it, including $pc.family.name, your $pc.family.adjective $pc.family.relationship.<br/>
<</narration>>
<<speech>>
What in the world? $pc.name?? Where have you sprung from, and why are you looking so pale?
<</speech>>
<<narration>>
You know you have only mere moments, and so with the Fool laughing silently in the background, you say your last words,
with a smile on your face.
<</narration>>
<<player-speech>>
$pc.family.name, you are undoubtedly the most $pc.family.adjective person ever to curse this world with your presence.
Given the choice between your company, and rubbing my face with angry bees every night until I died of their venom,
I would gladly choose the bees.
<</player-speech>>
<<narration>>
And with that, you die happily ever after, thankful to have had the last word, and reflecting that there is at least
some compensations to being bound up in the affairs of Fairies and Fools.<br/>
[[The End!|winter-court-let-story-now-ended]]
<</narration>><<narration>>
The coin rotates in the air, and lands with a loud ringing on the stage floor in front of you. The hands of the queens
shine from the coin's face, and the Fool grins a manic grin.
<</narration>>
<<speech>>
Ah, look at that, $pc.name! There is a little justice in the toss of the coin! Come, with your last breaths, let us
see the fruits of your heroism!
<</speech>>
<<narration>>
And with that, the Fool picks you up as if you are lighter than a feather, and whisks you away. You tumble raggedly
through space, recalling to your fast-fading mind the means by which you were sent to the Feywild so long ago.<br/>
[[Continue...|winter-court-fool-perches-on-high-hill-where]]
<</narration>><<narration>>
The Fool perches you on a high hill, where you can see clear across lands that you know well as your own home. You
can even pick out the roof of your own house in the distance.<br/>
<</narration>>
<<speech>>
Watch the skies!
<</speech>>
<<narration>>
the Fool whispers. And even as he does, you see from the zenith, a swirl of brilliance breaking into the world, like
dye dropped in water. It washes down the sky and over every surface, painting every tree and cloud and blade of grass
in a vibrancy you could hardly remember from so long ago. You smile with satisfaction.<br/>
As your eyes close, you hear the Fool say to you.
<</narration>>
<<speech>>
It is a wise fool who remembers how beautiful the colors are, and how well they are worth keeping. Rest well.
<</speech>>
<<narration>>
And with that, you die happily ever after, thankful to have kept the colors for your world, and reflecting that there
is at least some compensations to being bound up in the affairs of Fairies and Fools.<br/>
[[The End!|winter-court-let-story-now-ended]]
<</narration>><<narration>>
You take a long look at Morana. You remember her iron-fisted cruelty, and the terrible power she holds over those she
calls children. You remember the order and harmony that governed it, and the frozen beauties Mother Morana claimed as
her mandate. Your visit to the Heart of Winter convinced you of only one thing. You would never wish the Fey Realm to
be frozen by her draconian beauty. Whatever she believes about the wishes of the Sleeping One, this could not be
her will. <br/>
But you are equally repulsed by the visions of Titiana. You recall the rot that you saw there, and the indifference
with which one beautiful thing is abandoned and left to die, so that a new thing can be built. Surely worship of the
new and novel simply for its own sake is an equal error, and to be avoided at all costs.<br/>
You shake out a length of the Bounding Line, and hold the gold thread out towards Morana in your outstretched palm.
A gasp goes up from the assembled crowd, and you hear the crows of victory from the children of Winter, and the murmur
of anger from the denizens of Summer. <br/>
Morana reaches out to take it, smiling a smile of eager triumph.
<</narration>>
<i>This is a very difficult dexterity check!</i>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-keep-the-bounding-line-yourself-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-keep-the-bounding-line-yourself-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-keep-the-bounding-line-yourself-failure">>
<</if>><<narration>>
Quick as a flash, you whip the Bounding Line around her wrist. It ensnares her, and climbs up her arm and across her
body, until she is well and truly bound.<br/>
She cries out in rage and horror.
<</narration>>
<<speech>>
What have your done, bastard child! I called you my own, and welcomed you into my house and my family, and this is my
recompense??? You have LIED!!! You bearer of falsehoods, and breaker of oaths!
<</speech>>
<<narration>>
You hear the children of winter shift with the winds of unrest in the crowd, and it mixes with the high cackle of the
Lady Titania, who sees in this her hidden plan coming to fruition!<br/>
Morana continues to spew vitriolic threats.
<</narration>>
<<speech>>
I shall rend your flesh from your bones and freeze you in ice! I will distill your tears into a fine wine and drink
it with the Sleeping One at time's end! I will bottle your cries of despair, and open them when I wish my ears to
delight in the pleasures of this world! I will--
<</speech>>
<<narration>>
Bacchus' booming voice voice booms again - louder and more commanding this time.
<</narration>>
<<speech>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to wield, Morana and her
servants fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|winter-court-but-before-can-react-fool-bounds]]
<</narration>><<narration>>
But before you can react, the Fool bounds from his seat with a whoop of delight.
<</narration>>
<<speech>>
Oh, this pays for ALL! The spider's have become the flies! Were I not a wise fool, I should swear a greater fool than
I had written it so!
<</speech>>
<<narration>>
And he winks at you.
<</narration>>
<<speech>>
The lines fall to you to write now, $pc.name. What thread in this weave will you tug? We could all do with a little
un-reveling! (The Master of Ceremonies excepted, of course.)
<</speech>>
<<narration>>
And he bows ridiculously to Bacchus, who nods and chuckles in response.
<</narration>>
<<prompt>>
As the bearer of the Bounding Line, and holding BOTH Queens of the Fey Realm bound, what will you do?<br/>
[[Unbind and give Morana the Bounding Line, with conditions!|winter-court-unbind-morana-bounding-lines-conditions]] -or-<br/>
[[Unbind and give Titania the Bounding Line, with conditions!|winter-court-unbind-titania-with-conditions]] -or-<br/>
[[Give Bounding Line to Bacchus!|winter-court-give-bounding-line-to-bacchus-2]] -or-<br/>
[[Keep the Bounding Line for yourself!|winter-court-keep-bounding-line-self]]
<</prompt>><<narration>>
You remember the glories of the Heart of Winter. Of the order and harmony that ruled there, of the unity that governed
the Children of Winter. It is perhaps not perfect, but there is a great deal to be said for preserving the beauty of
this place. Perhaps this is what the Sleeping One they spoke of would want - that she should come back, and the beauty
she dreamed should be waiting for her, ready to be placed back in her care.<br/>
And you are tired. So tired. Past caring for this world and it's exhausting oddities. Past carrying the weight of the
accursed Bounding Line. Past entertaining the mighty at the expense of your own strength. You are ready for it all to
be over.<br/>
You turn to Morana, and pull her to you, until you tower over her.
<</narration>>
<<player-speech>>
Oaths have binding power in this realm, and I am unbound by any oath. All that binds me to you is this Bounding Line,
and I hold it in my hands. You are small, and blinded by your boundless need to control all, but I prefer your vision
of the Feywild to that of Titania.
<</player-speech>>
<<narration>>
Morana's look of fear changes to a look of triumph and delight.
<</narration>>
<<speech>>
Oh my child! I knew you saw with true eyes the beauty of wint--
<</speech>>
<<narration>>
You interrupt savagely.
<</narration>>
<<player-speech>>
Save your breath, Morana. I am tired of your sophistries. I will surrender the Bounding Line to you, with these
conditions, to which you will swear an oath.<br/>
The color's bleed I will forever let<br/>
Unhindered and unstaunched by my Fey hand<br/>
And to the mortal world I will send<br/>
The traveler who gives me bounding power.
<</player-speech>>
<<narration>>
Titania, realizing what she stands to lose, cries out.
<</narration>>
<<speech>>
NO! NO! STOP! I will give you anything! You can sit on the flowery throne and rule all the Summer, and I will show you
the secret places of the Feywild, and you will eat the Lotus Flowers! I will--
<</speech>>
<<narration>>
But you speak over her pleas. You do not trust her.<br/>
Morana, meanwhile has lost her look of triumph, replaced by a sour grimace. But, she swears the oath you recite,
knowing her position in the Feywild will be improved by your offer, and that you have given her no choice. She repeats
the oath you recited for her, and the Bounding Line flares in response.<br/>
Your will for the Feywild secured and for yourself secured, you flick your wrist, and the Bounding Line unwinds from
the Winter Queen. With the same motion you reach out your hand to her, the gold thread in your outstretched palm.<br/>
[[Continue...|winter-court-morana-takes-bounding-line-from-hand]]
<</narration>><<narration>>
Morana takes the Bounding Line from your hand. A true smile spreads across her face, a smile of triumph and joy and
power, for a prize long sought and only now achieved!
<</narration>>
<<speech>>
Now all the Fey are bound to me - I will remake this realm in my image, and beautiful things will never fade.
<</speech>>
<<narration>>
And even as she says the words, rime spills from her hands along the Bounding Line, and across the ground,
crystallizing by slow degrees every unmoving thing in the great amphitheatre.<br/>
You hear the outraged gasp of the denizens of Summer, who have attended in great number, and the beginnings of angry
shifting in the crowd, but it never exceeds a dull rumble. The fear of Bacchus' wrath undoubtedly keeps them in check.<br/>
Morana, meanwhile, turns to you.
<</narration>>
<<speech>>
I am Feybound to you, and the Winter keeps its promises.
<</speech>>
<<narration>>
She steps forward on the Dais and stretches out her hand. A luminous flake of perfectly fractal snow forms above her
hand, and floats to the center of the stage. She looks to Titania, and says.
<</narration>>
<<speech>>
Come heretic sister. I can compel you to this. Why not choose to be gracious, given no other choice?
<</speech>>
<<narration>>
Titania moves forward, and extends a freed hand. A perfect luminous yellow flower forms above her hand, and floast to
the stage's center as well, intertwining itself with the snowflake already there. Their light swirls and extends,
opening a door arched with intertwined vines and icy tendrils. Through it, you can see the self-same carriage and
entourage all frozen in the same attitude as when you departed, uncounted days or weeks ago.<br/>
You pause before stepping through, and turn to Morana.
<</narration>>
<<player-speech>>
What is to become of the Summer Queen?
<</player-speech>>
<<narration>>
But before Morana can speak, the Fool come bounding up from his seat at the foot of the stage.
<</narration>>
<<speech>>
I wouldn't dream of interrupting, unless I wanted to. Bacchus, gracious Master of Ceremonies, may I propose a twist in
the plot for the last of decisions?
<</speech>>
<<narration>>
Bacchus chuckles and bows his assent.
<</narration>>
<<speech>>
Delightful! Well then, Ladies of Temperatures Varied. Let us engage in an age old game of chance to determine how this
heated rivalry might conclude. I have a coin! One one side is my fine face, and on the other the hands of the queens.
At the risk of being flippant (a risk near constant for me), let us toss it and see where her fate lies.<br/>
Should my face show, I shall decide. And should the queen's hands show, I think perhaps there is some amusement to be
had in sending her through the portal the queen's hands opened, up the rabbity hole, bound for the mortal world, yes?
One good wander deserves another I should think, and what better answer to a human amongst fairies, but a fairy
amongst humans?
<</speech>>
<<narration>>
A ripple of laughter travels through the crowd, and the Fool gives a comical bow to all assembled, before clapping
his paws.
<</narration>>
<<speech>>
It is settled, then! Let us toss a coin to the air and see what falls!
<</speech>>
<<narration>>
And he hands the coin to you.
<</narration>>
<<set _binaryChoiceHeader to "Toss the coin — which face lands up?">>
<<set _binaryChoiceOptionA to { label: "The Fool's face", passage: "winter-court-coin-lands-fools-face-3" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "winter-court-coin-lands-queens-face-3" }>>
<<include "OmniBinaryChoice">><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The Fool's broad grin
shines from the coin's face, reflected in the same grin on the face of the Fool himself.
<</narration>>
<<speech>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with purest glee.
<</narration>>
<<speech>>
Come Titania, I have a small role for you to play in my tale.
<</speech>>
<<narration>>
And he reaches out with his hands towards the Summer Queen. Though she twists and turns, she is held by the Bounding
Line, and she begins to shrink downwards, until she stands writhing and struggling on the palm of the Fool's paw.<br/>
The Fool gestures with his hand, and a neat little gilded cage springs up around the Summer Queen. The looks
expectantly at Mother Morana, who still holds the Bounding Line. She looks sourly back, but evidently decides not to
begin her rule by challenging both Bacchus and the Fool in front of a crowd. The Bounding Line slithers off of
Titania and back to her hand.
<</narration>>
<<speech>>
Excellent!
<</speech>>
<<narration>>
Says the Fool, as he hangs the little cage from a tassel of his tricorn cloth hat.
<</narration>>
<<speech>>
I have always desired a conscience! She can accompany me everywhere, and give me a voice in my head that I can ignore!
<</speech>>
<<narration>>
And indeed, a high squeaking voice is raging incoherently from within the cage. The cage rattles and shakes with a
musical tinkling as Titania vents her anger on the bars of her prison.
<</narration>>
<<speech>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name. Time to return to a more homely
world, yes?
<</speech>>
<<narration>>
[[Walk through the portal|winter-court-with-swelling-joy-hope-step-through-2]]
<</narration>><<narration>>
With the swelling joy of hope, you step through the portal and are sent tumbling and flailing head over heels through
the air once again, to land, unceremoniously, back where the story started.<br/>
There is a moment, where the scene before you is frozen, before motion resumes all around you, as if nothing changed
and no time passed.<br/>
<<if $pc.background is "Noble">>
[[Continue...|winter-court-returned-noble-2]]
<<elseif $pc.background is "Soldier">>
[[Continue...|winter-court-returned-soldier-2]]
<<elseif $pc.background is "Servant">>
[[Continue...|winter-court-returned-servant-2]]
<</if>>
<</narration>><<narration>>
You find yourself back in the carriage, the missive for Lord Whatsisface on the seat beside you, and your
<<print Ember.getItem($pc.weapon).name>> at your side. Your heart is pumping violently, as if you just woken from
a dream (or nightmare).
<</narration>>
<<speech>>
Anything wrong, M'Lord?
<</speech>>
<<narration>>
A loutish voice intrudes on your recovery.<br/>
You pause, because you haven't the faintest clue how to answer. After a moment you say.
<</narration>>
<<player-speech>>
Yes. All is well. Proceed please.
<</player-speech>>
<<narration>>
The guard who looked in shrugs and turns back to his duties.<br/>
You rub your eyes, trying to clear your head. Did any of that happen? Was it all a dream?<br/>
You feel something weighty in your pocket, and pull it out. The Fool's face reflects back at you from the face of the
coin, and was it a trick of the light, or did it wink at you?<br/>
You lean back and close your eyes as the carriage begins to move again beneath you. Your thoughts turn to
$pc.family.name, your $pc.family.adjective $pc.family.relationship, and you smile. You're actually looking forward
to seeing them - There's something to be said for intolerable relatives.<br/>
And even more to be said for not being bound up in the affairs of Fairies and Fools.<br/>
[[Epilogue|winter-court-years-follow-world-seems-return-way]]
<</narration>><<narration>>
In the years that follow, the world seems to return to the way you remember it being. The summers and winters are a
little longer perhaps, and the colors perhaps a more vibrant white and blue, but all is as it was and as it should be.<br/>
Various very important and powerful people make comments about a 'terrible arcane chromatic event being averted' and
how it's 'lucky that there were so many smart people definitely working behind the scenes to save us all'.<br/>
You, however, ceased to care about important people long ago. Hard-won experience has taught you that important people
are more often than not, just slightly more elevated fools.<br/>
A world where life is safe and good is much to be preferred. Heroic fanfares are far more trouble than their worth.<br/>
You're just a $pc.background $pc.class, who occasionally wields <<print Ember.getItem($pc.weapon).name>>, but mostly
just trades barbs with their $pc.family.adjective $pc.family.relationship, $pc.family.name.<br/>
It's a quiet happily ever, and you are well content.
[[The End!|winter-court-let-story-now-ended]]
<</narration>><<narration>>
You find yourself back beside the carriage, trudging as you were a lifetime ago towards wherever, guarding Lord
Whatsisface from harm. Your heart is pumping violently, as if you just woken from a dream (or nightmare).
<</narration>>
<<speech>>
Anything wrong, mate?
<</speech>>
<<narration>>
A loutish voice intrudes on your recovery.<br/>
You pause, because you haven't the faintest clue how to answer. After a moment you say.
<</narration>>
<<player-speech>>
Yeah. I'm fine. I think.
<</player-speech>>
<<narration>>
Your fellow soldier gives you a strange look, but eventually shrugs and turns back to his own marching.<br/>
You rub your eyes, trying to clear your head. Did any of that happen? Was it all a dream?<br/>
You feel something weighty in your pocket, and pull it out. The Fool's face reflects back at you from the face of the
coin, and was it a trick of the light, or did it wink at you?<br/>
You try and settle back into the rhythm of marching as the carriage beside you begins to move again. Your thoughts
turn to $pc.family.name, your $pc.family.adjective $pc.family.relationship, and you smile. You're actually looking
forward to seeing them - There's something to be said for intolerable relatives.<br/>
And even more to be said for not being bound up in the affairs of Fairies and Fools.<br/>
[[Epilogue|winter-court-years-follow-world-seems-return-way]]
<</narration>><<narration>>
You find yourself back atop the carriage, bruises on your backside, once again escorting Lord Whatsisface from
someplace to some other place. Your heart is pumping violently, as if you just woken from a dream (or nightmare).
<</narration>>
<<speech>>
Something wrong?
<</speech>>
<<narration>>
A voice beside you intrudes on your confusion.<br/>
You pause, because you haven't the faintest clue how to answer. After a moment you say.
<</narration>>
<<player-speech>>
Yeah. I'm fine. I think.
<</player-speech>>
<<narration>>
Your fellow servant gives you a strange look, but eventually shrugs and turns back to driving the horses.<br/>
You rub your eyes, trying to clear your head. Did any of that happen? Was it all a dream? <br/>
You feel something weighty in your pocket, and pull it out. The Fool's face reflects back at you from the face of the
coin, and was it a trick of the light, or did it wink at you?<br/>
You try and settle back into the rhythm of the carriage beneath, as it begins to move again. Your thoughts turn
to $pc.family.name, your $pc.family.adjective $pc.family.relationship, and you smile. You're actually looking forward
to seeing them - There's something to be said for intolerable relatives.<br/>
And even more to be said for not being bound up in the affairs of Fairies and Fools.<br/>
[[Epilogue|winter-court-years-follow-world-seems-return-way]]
<</narration>><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The hands of the queens
shine from the coin's face. The Fool grins a manic grin.<br/>
He crows.
<</narration>>
<<speech>>
The Queen's Hands! Another tale on the other side of the coin from this! Delights unending! Come Lady Winter, let us
send your rival a-spinning, and see where she should land!
<</speech>>
<<narration>>
Morana looks sourly back, but evidently decides not to begin her rule by challenging both Bacchus and the Fool in
front of a crowd. She gives the Bounding Line a vicious yank, which sends Titania spinning at dizzying speed. The Fool
gives her a gleeful little shove, and she falls through the arched door at center stage. The image flickers, and you
see that her journey from this world to hers has shrunk her to the size of a conventional fairy. She flits and buzzes
about the carriage scene in obvious rage, before darting off into the forests of your world, (hopefully) never to be
seen by you again.
<</narration>>
<<speech>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name. Time to return to a more homely
world, yes?
<</speech>>
<<narration>>
[[Walk through the portal|winter-court-with-swelling-joy-hope-step-through-2]]
<</narration>><<narration>>
You remember the glories of the Heart of Summer. Of infinite creation, beauty growing from beauty. It is perhaps
not perfect, but surely the will of the Sleeping One would be that the dream would continue, and those who dwell in
the dream should dream themselves. Yes, the endless growth and beautiful freedom of Titania's realm are infinitely
to be preferred to winter's frozen grasp.<br/>
And you are tired. So tired. Past caring for this world and it's exhausting oddities. Past carrying the weight of the
accursed Bounding Line. Past entertaining the mighty at the expense of your own strength. You are ready for it all
to be over.<br/>
You invite Titania forward with a gesture. She giggles triumphantly.
<</narration>>
<<speech>>
Oh what a delicious moment! I just knew it would be so! Oh dear, winter mama - I think $pc.name has seen my heart, and
loved it more than yours. All your dogmatic little ramblings, and your prettiest little snowflakes, and this little
child from elsewhere spits in your face. How I do love being right! And with an audience--
<</speech>>
<<narration>>
You interrupt savagely.
<</narration>>
<<player-speech>>
Save your breath, Titania. I am tired of your sophistries.<br/>
"Oaths have binding power in this realm, and I am unbound by any oath. All that binds me to you is this Bounding
Line, and I hold it in my hands. You are fickle and flighty, and blinded by your love of unfettered, unbounded
creation for its own sake. But, on balance, I prefer your vision of the Feywild to that of Morana.<br/>
I will surrender the Bounding Line to you, with these conditions, to which you will swear an oath,<br/>
The color's bleed I will forever let<br/>
Unhindered and unstaunched by my Fey hand<br/>
And to the mortal world I will send<br/>
The traveler who gives me bounding power.
<</player-speech>>
<<narration>>
Morana, realizing what she stands to lose, cries out.
<</narration>>
<<speech>>
Child! CHILD! You do not understand what you are doing! She will destroy this world! Beautiful things will die and
die, and it will be your fault! Do not DO THIS!!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I no longer care, Morana. I am tired of the wasted wranglings of this world. I wish to go home, and that the colors of
my world should remain. Past that, your struggles are your own. Perhaps you will learn to appreciate the beauty of a
moment, and then let it pass, rather than holding on to it so desperately.
<</player-speech>>
<<narration>>
Titania, meanwhile has ceased to crow her triumph, replaced by a pouty silence. But, when prompted she swears the oath
you recite, knowing her position in the Feywild will be improved by your offer, and that you have given her no choice.
She repeats the oath you recited for her, and the Bounding Line flares in response.<br/>
Your will for the Feywild secured and for yourself secured, you flick your wrist, and the Bounding Line unwinds from
the Summer Queen. With the same motion you reach out your hand to her, the gold thread in your outstretched palm.<br/>
[[Continue...|winter-court-titania-snatches-bounding-line-from-hand]]
<</narration>><<narration>>
Titania snatches the Bounding Line from your hand with a little dance of delight, and holds it high above her head, to
the cheers of the Summer denizens in the crowd.
<</narration>>
<<speech>>
Oh how wonderful! How delightful! - I will make everything in this realm Summer forever! We will create beautiful
things endlessly!
<</speech>>
<<narration>>
And even as she says the words, flowers and vines spill from her hands along the Bounding Line, and across the ground,
covering every surface in the great amphitheatre in vibrant colors.<br/>
You hear the outraged gasp of the denizens of Winter, who have attended in great number, and the beginnings of angry
shifting in the crowd, but it never exceeds a dull rumble. The fear of Bacchus' wrath undoubtedly keeps them in check.<br/>
Titania, meanwhile, turns to you.
<</narration>>
<<speech>>
You've been sublime, $pc.name! I will keep my promise - You've earned a trip home!
<</speech>>
<<narration>>
She steps forward on the Dais and stretches out her hand. A perfect luminous yellow flower forms above her hand, and
floast to the stage's center. She looks to Morana, and in response to the Winter queen's stony glare, and says.
<</narration>>
<<speech>>
Oh come now, Morana. $pc.name has done enough! I could make you do it. Actually that would be terribly amusing for me.
But I can be a gracious queen. Can you?
<</speech>>
<<narration>>
Morana grimaces, but moves forward, and extends a freed hand. A luminous flake of perfectly fractal snow forms above
her hand, and floats to the center of the stage as well, intertwining itself with the snowflake already there. Their
light swirls and extends, opening a door arched with intertwined vines and icy tendrils. Through it, you can see the
self-same carriage and entourage all frozen in the same attitude as when you departed, uncounted days or weeks ago.<br/>
You pause before stepping through, and turn to Titania.
<</narration>>
<<player-speech>>
What is to become of Morana?
<</player-speech>>
<<narration>>
But before Titania can speak, the Fool come bounding up from his seat at the foot of the stage.
<</narration>>
<<speech>>
I wouldn't dream of interrupting, unless I wanted to. Bacchus, gracious Master of Ceremonies, may I propose a twist
in the plot for the last of decisions?
<</speech>>
<<narration>>
Bacchus chuckles and bows his assent.
<</narration>>
<<speech>>
Delightful! Well then, Ladies of Temperatures Varied. Let us engage in an age old game of chance to determine how this
heated rivalry might conclude. I have a coin! One one side is my fine face, and on the other the hands of the queens.
At the risk of being flippant (a risk near constant for me), let us toss it and see where her fate lies.<br/>
Should my face show, I shall decide. And should the queen's hands show, I think perhaps there is some amusement to be
had in sending her through the portal the queen's hands opened, up the rabbity hole, bound for the mortal world, yes?
One good wander deserves another I should think, and what better answer to a human amongst fairies, but a fairy
amongst humans?
<</speech>>
<<narration>>
A ripple of laughter travels through the crowd, and the Fool gives a comical bow to all assembled, before clapping
his paws.
<</narration>>
<<speech>>
It is settled, then! Let us toss a coin to the air and see what falls!
<</speech>>
<<narration>>
And he hands the coin to you.
<</narration>>
<<set _binaryChoiceHeader to "Toss the coin — which face lands up?">>
<<set _binaryChoiceOptionA to { label: "The Fool's face", passage: "winter-court-coin-lands-fools-face-4" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "winter-winter-court-coin-lands-queens-hands-4" }>>
<<include "OmniBinaryChoice">><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The Fool's broad grin shines
from the coin's face, reflected in the same grin on the face of the Fool himself.
<</narration>>
<<speech>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with purest glee.
<</narration>>
<<speech>>
Come Morana, I have a small role for you to play in my tale.
<</speech>>
<<narration>>
And he reaches out with his hands towards the Winter Queen. Though she twists and turns, she is held by the Bounding
Line, and she begins to shrink downwards, until she stands writhing and struggling on the palm of the Fool's paw.<br/>
The Fool gestures with his hand, and a neat little gilded cage springs up around the Winter Queen. He looks expectantly
at Titania, who still holds the Bounding Line. She pouts, but evidently decides not to begin her rule by challenging
both Bacchus and the Fool in front of a crowd. The Bounding Line slithers off of Morana and back to her hand.
<</narration>>
<<speech>>
Excellent!
<</speech>>
<<narration>>
Say the Fool, as he hangs the little cage from a tassel of his tricorn cloth hat.
<</narration>>
<<speech>>
I have always desired a nagging motherly conscience! She can accompany me everywhere, and give me a voice in my head
that I can ignore!
<</speech>>
<<narration>>
And indeed, a high squeaking voice is raging incoherently from within the cage. The cage rattles and shakes with a
musical tinkling as Morana vents her anger on the bars of her prison.
<</narration>>
<<speech>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name. Time to return to a more homely
world, yes?
<</speech>>
<<narration>>
[[Walk through the portal|winter-court-with-swelling-joy-hope-step-through-2]]
<</narration>><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The hands of the queens
shine from the coin's face. The Fool grins a manic grin.<br/>
He crows.
<</narration>>
<<speech>>
The Queen's Hands! Another tale on the other side of the coin from this! Delights unending! Come Lady Summer, let us
send your rival a-spinning, and see where she should land!
<</speech>>
<<narration>>
Titania pouts, but evidently decides not to begin her rule by challenging both Bacchus and the Fool in front of a
crowd. She gives the Bounding Line a vicious yank, which sends Mother Morana spinning at dizzying speed. The Fool
gives her a gleeful little shove, and she falls through the arched door at center stage. The image flickers, and you
see that her journey from this world to hers has shrunk her to the size of a conventional fairy. She flits and buzzes
about the carriage scene in obvious rage, before darting off into the forests of your world, (hopefully) never to be
seen by you again.
<</narration>>
<<speech>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name. Time to return to a more homely
world, yes?
<</speech>>
<<narration>>
[[Walk through the portal|winter-court-with-swelling-joy-hope-step-through-2]]
<</narration>><<narration>>
You turn to Bacchus and say.
<</narration>>
<<player-speech>>
I would not submit this world to the rule of either queen. They are ideologues, so wrapped up in a single idea they
are blind to all others. The just way forward is that they should be balanced against each other, held in check by
some neutral hand. You are the Master of the Sybaris Fete, and have held it neutral. Would you extend your unbiased
hand to the rest of the Fey Realm? Would you take the Bounding Line?
<</player-speech>>
<i>This is a very difficult persuasion check!</i>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 20>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-give-bounding-line-to-bacchus-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-give-bounding-line-to-bacchus-2-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-give-bounding-line-to-bacchus-2-failure">>
<</if>><<speech>>
It is possible. As Master of the Sybaris Fete, I am enemy to no creature in the Wilds of the Fey, winter bound or
summer bound.<br/>
But I will caution you, $pc.name. I cannot send you back to your home. You will be forever bound to this realm, never
again to see your home. And I suspect you will make an enemy of these two great queens. Is this truly your will?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
[[Yes. I will make a home for myself here.|winter-court-ask-bacchus-to-free-from-oath]]
<</player-speech>><<narration>>
Bacchus looks at you with long slow deliberation.
<</narration>>
<<speech>>
I cannot do what you ask. It is not for me to take up the Bounding Line. I am Master of Ceremonies here, and that is
enough. Your troubles are your own, $pc.name.
<</speech>>
<<prompt>>
What will you choose to do instead?<br/>
[[Unbind and give Morana the Bounding Line, with conditions.|winter-court-unbind-morana-bounding-lines-conditions]] -or-<br/>
[[UNbind and give Titania the Bounding Line, with conditinos.|winter-court-unbind-titania-with-conditions]] -or-<br/>
[[Keep the Boudning Line for yourself.|winter-court-keep-bounding-line-self]]
<</prompt>><<narration>>
The slow dawn of realization settles upon you. Neither of these small-minded queens should rule. Someone must step
into the void between them and be the line that bounds their squabbles. Someone must safeguard the bleeding of the
colors into the mortal realms. None here can do it, save one.<br/>
You step forward, Bounding Line in hand, before the assembly, and declare your will.
<</narration>>
<<player-speech>>
I am Master of the Bounding Line. I will govern the queens of Summer and Winter, and be the arbiter of their disputes.
I and I alone will keep the colors.
<</player-speech>>
<<narration>>
There is a moment's stunned silence in the amphitheatre.<br/>
Bacchus steps forward, and bows to you.
<</narration>>
<<speech>>
The oath is spoken, and by it you have bound yourself to this realm.
<</speech>>
<<narration>>
And turning to the crowd he declaims.
<</narration>>
<<speech>>
Behold, the mortal has chosen! Give good greeting to the ascended $pc.name, Wilding Warden, Arch-Arbiter of the Fey,
Bearer of the Bounding Line and Keeper of the Colors. May they rule until the Sleeping One dreams again!
<</speech>>
<<narration>>
And, as the crowd erupts in cheers, you feel everything shift. You close your eyes as your blood runs to sunlight.
You stretch and grow, taller and further. Your feet become mighty roots anchored in the ever-flowing colors of
everyplace. Your elongated fingers feel the brush of the wild magic of the Fey in the air, and draw it in like a
tree draws water. You open your eyes, and the true colors reveal themselves. You see them flowing like a verdant
stream, bleeding along the Bounding Line into an infinity of other realms, from the divine to the infernal. Nothing
is hidden from you.<br/>
You look at the Fool, and see him has he truly is: your Arch-Fey equal: Where you keep colors, he is the Storykeeper,
and his mischief is like a playful wind that pulls and bends events like the breeze bends branches.<br/>
Bacchus, too, is revealed to you: Arch-Fey, Keeper of Revels and Joys. A mighty laugh made flesh.<br/>
And finally you see Mother Morana and Lady Titania. First amongst children of the Sleeping One, equal and opposite
stewards of the beautiful dream. Small and foolish toilers, necessary to the balance of all things.<br/>
[[Continue...|winter-court-new-arch-fey-keeper]]
<</narration>><<narration>>
Once the crowd settles, Bacchus raises his great hands for quiet.
<</narration>>
<<speech>>
Wilding Warden, Arch-Arbiter of the Fey, your first judgement is before you. What is to be done with the Mother of
Winter, and the Lady of Summer?
<</speech>>
<<narration>>
But before you can speak, The Fool come bounding up from his seat at the foot of the stage.
<</narration>>
<<speech>>
I wouldn't dream of interrupting, unless I wanted to. Bacchus, gracious Master of Ceremonies, and $pc.name Wilding
Warden, may I propose a twist in the plot for this last and first of decisions?
<</speech>>
<<narration>>
Bacchus chuckles and bows his assent, as do you.
<</narration>>
<<speech>>
Delightful! Well then, Ladies of Temperatures Varied. Let us engage in an age old game of chance to determine how
this heated rivalry might conclude. I have a coin! One one side is my fine face, and on the other the hands of the
queens. At the risk of being flippant (a risk near constant for me), let us toss the queens to the winds of fate!<br/>
Should my face show, I shall call myself Faust, and arm myself with opposite queen on each shoulder. And should the
queen's hands show, I think perhaps there is some amusement to be had in sending them up the rabbity hole, bound for
the mortal world, yes? One good wander deserves another I should think, and what better answer to a human amongst
fairies, but fairies amongst humans?
<</speech>>
<<narration>>
A ripple of laughter travels through the crowd, and the Fool gives a comical bow to all assembled, before clapping
his paws:
<</narration>>
<<speech>>
It is settled, then! Let us toss a coin to the air and see what falls!
<</speech>>
<<narration>>
And he hands the coin to you.
<</narration>>
<<set _binaryChoiceHeader to "Toss the coin — which face lands up?">>
<<set _binaryChoiceOptionA to { label: "The Fool's face", passage: "winter-court-coin-lands-fools-face-6" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "winter-court-coin-lands-queens-hands-6" }>>
<<include "OmniBinaryChoice">><<narration>>
You toss the coin into the air, and watch it turn in a blur. It lands with a loud ringing on the stage floor at
your feet. The Fool's broad grin shines from the coin's face, reflected in the same grin on the face of the Fool
himself.
<</narration>>
<<speech>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with purest glee.
<</narration>>
<<speech>>
Come Ladies, though ye may be small, you are fierce. I have a gilded cage for you each!
<</speech>>
<<narration>>
The Fool reaches out with his hands towards them, and though they twist and turn, they are yet held by the Bounding
Line. They both begin to shrink downwards, until they stands writhing and struggling on each palm of the Fool's paws.<br/>
He looks enquiringly towards you, and with a gesture you release both from the Bounding Line that binds them. Before
they have a moment to recover, a neat little gilded cage springs up around each of them.<br/>
One is made of purest clear ice - a beautifully made little cage of fractal ice, which surrounds the Lady Titania. Her
now high-pitched voice rages against the bars incoherently.<br/>
The other is a tiny construction of the wildest branches and blooms, that grows upwards and around Mother Morana,
whose little voice can be only just heard as a tiny warble in your ears.
<</narration>>
<<speech>>
Excellent!
<</speech>>
<<narration>>
Say the Fool, as he hangs each little cage from a tassel of his tricorn cloth hat.
<</narration>>
<<speech>>
I have always desired a conscience! Now I have two! They can accompany me everywhere, and give me voices in my head
that I can ignore! Perhaps in time, they will grow in wisdom, and then we shall have merry japes together again!<br/>
And now I surrender the stage once more. I believe the curtains fall, on this tale, but as with all, the end of one
is another's beginning! Hail to the Wilding Warden!
<</speech>>
<<narration>>
[[Continue...|winter-court-stand-new-ascended-arch-arbiter-feywild]]
<</narration>><<narration>>
You stand, new-ascended Arch Arbiter of the Feywild, and address the crowd.
<</narration>>
<<player-speech>>
I would celebrate a new day for all the Fey! Master Bacchus, let the Fete be made ready!
<</player-speech>>
<<narration>>
And the curtain closes, for the stories of the Wilding Warden are stories to be told by a different fool, to
different Fey.<br/>
[[The End!|winter-court-let-story-now-ended]]
<</narration>><<narration>>
You toss the coin into the air, and watch it turn in a blur. It lands with a loud ringing on the stage floor at
your feet. The hands of the queens shine from the coin's face. The Fool grins a manic grin.<br/>
He crows.
<</narration>>
<<speech>>
The Queen's Hands! Another tale on the other side of the coin from this! Delights unending! Come, let us send you
a-spinning, and see where you should land!
<</speech>>
<<narration>>
A gesture and a wish from you opens a door arched with intertwined vines and icy tendrils. Through it, you can see
the self-same carriage and entourage all frozen in the same attitude as when you departed, uncounted days or weeks ago.<br/>
With a tug, you release both queens from the Bounding Line, and before either can recover, The Fool gives them a
gleeful little shove, and they falls through the arched door at center stage. The image flickers, and you see that
their journey from this world to yours has shrunk them to the size of a conventional fairy. They flit and buzz about
the carriage scene in obvious rage, heckling and haranguing each other, before darting off into the forests of your
world, (hopefully) never to be seen by you again.
<</narration>>
<<speech>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name.
<</speech>>
<<narration>>
[[Continue...|winter-court-stand-new-ascended-arch-arbiter-feywild]]
<</narration>><<narration>>
Quick as a flash, you whip the Bounding Line up towards the Winter Queen, but she is quicker still. She bats it aside
with her staff.<br/>
As she does, she cries out in rage and horror.
<</narration>>
<<speech>>
What have your done, bastard child! I called you my own, and welcomed you into my house and my family, and this is my
recompense??? You have LIED and BETRAYED ME!!! You bearer of falsehoods, and breaker of oaths!
<</speech>>
<<narration>>
You hear the children of winter shift with the winds of unrest in the crowd.<br/>
Morana continues to spew vitriolic threats.
<</narration>>
<<speech>>
I shall rend your flesh from your bones and freeze you in ice! I will distill your tears into a fine wine and drink
it with the Sleeping One at time's end! I will bottle your cries of despair, and open them when I wish my ears to
delight in the pleasures of this world! I will--
<</speech>>
<<narration>>
Bacchus' booming voice voice booms again - louder and more commanding this time.
<</narration>>
<<speech>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to wield, Morana and her
servants fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|winter-court-morana-calms-herself-but-her-contempt]]
<</narration>><<narration>>
Morana calms herself, but her contempt for you is obvious.
<</narration>>
<<speech>>
You have burned your bridges now, bastard child. My consent was a necessity for your return home! There is but one
path for you now.<br/>
You will give me the Bounding Line. You will give it to me, and I will compel the opening of your way home, so that
the Fey Realm may be well and truly rid of you. And when you are gone, I will rule the Fey according to my will. Do
you understand, prodigal scum?
<</speech>>
<<prompt>>
How will you respond to Morana?<br/>
<<if $pc.feyCourt is null>>
[[Give the Bounding Line to Morana|winter-court-tired-so-tired-past-caring-for]] -or-<br/>
[[Give the Bounding Line to Titani|winter-court-reach-out-hand-lady-titania-gold]] -or-<br/>
[[Give the Boundling Line to Bacchus|winter-court-give-bounding-line-to-bacchus-3]] -or-<br/>
[[Keep the Bounding Line|winter-court-i-cannot-surrender-bounding-line-either]]
<<elseif $pc.feyCourt is "winter">>
[[Give the Bounding Line to Morana|winter-court-tired-so-tired-past-caring-for]]
<<elseif $pc.feyCourt is "summer">>
[[Give the Bounding Line to Titania|winter-court-reach-out-hand-lady-titania-gold]]
<</if>>
<</prompt>><<narration>>
You are tired. So tired. Past caring for this world and it's exhausting oddities. Past carrying the weight of the
accursed Bounding Line. Past entertaining the mighty at the expense of your own strength. You are ready for it all to
be over.<br/>
You reach out your hand to Morana, the gold thread in your outstretched palm.
<</narration>>
<<speech>>
NO! NO! STOP!
<</speech>>
<<narration>>
Titania cries out, realizing her clever plot to turn the situation to her favor has left her bound by her nemesis.
<</narration>>
<<speech>>
I will give you anything! You can sit on the flowery throne and rule all the Summer, and I will show you the secret
places of the Feywild, and you will eat the Lotus Flowers! I will--
<</speech>>
<<narration>>
But you are past such temptations now. You want only to be home. <br/>
Morana reaches out and takes the Bounding Line from you. A true smile spreads across her face, a smile of triumph and
joy and power, for a prize long sought and only now achieved!
<</narration>>
<<speech>>
Now all the Fey are bound to me - I will remake this realm in my image, and beautiful things will never fade.
<</speech>>
<<narration>>
And even as she says the words, rime spills from her hands along the Bounding Line, and across the ground,
crystallizing by slow degrees every unmoving thing in the great amphitheatre.<br/>
You hear the outraged gasp of the denizens of Summer.<br/>
[[Continue...|winter-court-morana-turns-i-will-do-i]]
<</narration>><<narration>>
Morana turns to you.
<</narration>>
<<speech>>
I will do as I have said I will, and send you home, bastard child. Unlike your kind, the Fey keep their promises. I
will not be saddened to see the last of you.
<</speech>>
<<narration>>
She steps forward on the Dais and stretches out her hand. A luminous flake of perfectly fractal snow forms above her
hand, and floats to the center of the stage. She looks to Titania, and says.
<</narration>>
<<speech>>
Come heretic sister. I can compel you to this, if I wish to.
<</speech>>
<<narration>>
Titania glares at her murderously, but moves forward, and extends a freed hand. A perfect luminous yellow flower forms
above her hand, and floast to the stage's center as well, intertwining itself with the snowflake already there. Their
light swirls and extends, opening a door arched with intertwined vines and icy tendrils. Through it, you can see the
self-same carriage and entourage all frozen in the same attitude as when you departed, uncounted days or weeks ago.<br/>
You pause before stepping through, and turn to Morana.
<</narration>>
<<player-speech>>
What is to become of the Summer Queen?
<</player-speech>>
<<narration>>
But before Morana can speak, the Fool come bounding up from his seat at the foot of the stage.
<</narration>>
<<speech>>
I wouldn't dream of interrupting, unless I wanted to. Bacchus, gracious Master of Ceremonies, may I propose a twist in
the plot for the last of decisions?
<</speech>>
<<narration>>
Bacchus chuckles and bows his assent.
<</narration>>
<<speech>>
Delightful! Well then, Ladies of Temperatures Varied. Let us engage in an age old game of chance to determine how this
heated rivalry might conclude. I have a coin! One one side is my fine face, and on the other the hands of the queens.
At the risk of being flippant (a risk near constant for me), let us toss it and see where her fate lies.<br/>
Should my face show, I shall decide. And should the queen's hands show, I think perhaps there is some amusement to be
had in sending her through the portal the queen's hands opened, up the rabbity hole, bound for the mortal world, yes?
One good wander deserves another I should think, and what better answer to a human amongst fairies, but a fairy amongst
humans?
<</speech>>
<<narration>>
A ripple of laughter travels through the crowd, and the Fool gives a comical bow to all assembled, before clapping
his paws.
<</narration>>
<<speech>>
It is settled, then! Let us toss a coin to the air and see what falls!
<</speech>>
<<narration>>
And he hands the coin to you.
<</narration>>
<<set _binaryChoiceHeader to "Toss the coin — which face lands up?">>
<<set _binaryChoiceOptionA to { label: "The Fool's face", passage: "winter-court-coin-lands-fools-face" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "winter-court-coin-lands-queens-hands" }>>
<<include "OmniBinaryChoice">><<narration>>
You turn to Bacchus and say.
<</narration>>
<<player-speech>>
I would not submit this world to the rule of either queen. They are ideologues, so wrapped up in a single idea they
are blind to all others. The just way forward is that they should be balanced against each other, held in check
by some neutral hand. You are the Master of the Sybaris Fete, and have held it neutral. Would you extend your
unbiased hand to the rest of the Fey Realm? Would you take the Bounding Line?
<</player-speech>>
<i>This is a very difficult persuasion check!</i>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 20>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-give-bounding-line-to-bacchus-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-give-bounding-line-to-bacchus-2-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-give-bounding-line-to-bacchus-2-failure">>
<</if>>
[[Success|winter-court-give-bounding-line-to-bacchus-2-success]]
[[Failure|winter-court-give-bounding-line-to-bacchus-3-failure]]<<narration>>
Bacchus looks at you with long slow deliberation.
<</narration>>
<<speech>>
I cannot do what you ask. It is not for me to take up the Bounding Line. I am Master of Ceremonies here, and that is
enough. Your troubles are your own, $pc.name.
<</speech>>
<<prompt>>
What will you choose instead?<br/>
<<if $pc.feyCourt is null or $pc.feyCourt is "winter">>
[[Give the Bounding Line to Morana|winter-court-tired-so-tired-past-caring-for]]
<<else>>
[[Give the Bounding Line to Titania|winter-court-reach-out-hand-lady-titania-gold]]
<</if>>
<</prompt>><<narration>>
You reach out your hand to The Lady Titania, the gold thread in your outstretched palm.<br/>
Morana's eyes go wide, as she watches her advantage disappear.
<</narration>>
<<speech>>
Child! CHILD! You do not understand what you are doing! She will destroy this world! Beautiful things will die and
die, and it will be your fault! Do not DO THIS!!
<</speech>>
<<narration>>
But Titania has already seized the Bounding Line, and as it uncoils from her body, it lashes out with a fluid grace,
and traps Morana before she can react at all!<br/>
Titania laughs a high frenzied laugh.
<</narration>>
<<speech>>
Oh dear, mother - I think $pc.name has seen my heart, and loved it more than yours. All your dogmatic little
ramblings, and your prettiest little snowflakes, and this little child from elsewhere spits in your face. How I
do love being right! And with an audience too!
<</speech>>
<<narration>>
You hear the outraged gasp of the denizens of Winter, and the crows of triumph from the Summer's servants in the crowd.<br/>
[[Continue...|winter-court-titania-turns-our-little-scheme-worked]]
<</narration>><<narration>>
Titania turns to you.
<</narration>>
<<speech>>
Our little scheme worked, $pc.name! You are truly the best of friends! I will keep my promise - I will send you home!
<</speech>>
<<narration>>
She steps forward on the Dais and stretches out her hand. A perfect luminous yellow flower forms above her hand, and
floays to the stage's center. She looks to Morana with a smirk, and says.
<</narration>>
<<speech>>
Come now mother dearest! It's your turn! I can make you do it with my new lovely little golden thread if I want to.
<</speech>>
<<narration>>
Morana glares at her murderously, but moves forward, and extends a freed hand. A luminous flake of perfectly fractal
snow forms above her hand, and floats to the center of the stage as well, intertwining itself with the snowflake
already there. Their light swirls and extends, opening a door arched with intertwined vines and icy tendrils. Through
it, you can see the self-same carriage and entourage all frozen in the same attitude as when you departed, uncounted
days or weeks ago.<br/>
You pause before stepping through, and turn to Titania.
<</narration>>
<<player-speech>>
What is to become of the Winter Queen?
<</player-speech>>
<<narration>>
But before Titania can speak, the Fool come bounding up from his seat at the foot of the stage.
<</narration>>
<<speech>>
I wouldn't dream of interrupting, unless I wanted to. Bacchus, gracious Master of Ceremonies, may I propose a twist
in the plot for the last of decisions?
<</speech>>
<<narration>>
Bacchus chuckles and bows his assent.
<</narration>>
<<speech>>
Delightful! Well then, Ladies of Temperatures Varied. Let us engage in an age old game of chance to determine how
this heated rivalry might conclude. I have a coin! One one side is my fine face, and on the other the hands of the
queens. At the risk of being flippant (a risk near constant for me), let us toss it and see where her fate lies.<br/>
Should my face show, I shall decide. And should the queen's hands show, I think perhaps there is some amusement to be
had in sending her through the portal the queen's hands opened, up the rabbity hole, bound for the mortal world, yes?
One good wander deserves another I should think, and what better answer to a human amongst fairies, but a fairy amongst
humans?
<</speech>>
<<narration>>
A ripple of laughter travels through the crowd, and the Fool gives a comical bow to all assembled, before clapping
his paws.
<</narration>>
<<speech>>
It is settled, then! Let us toss a coin to the air and see what falls!
<</speech>>
<<narration>>
And he hands the coin to you.
<</narration>>
<<set _binaryChoiceHeader to "Toss the coin — which face lands up?">>
<<set _binaryChoiceOptionA to { label: "The Fool's face", passage: "winter-court-coin-lands-fools-face-5" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "winter-court-coin-lands-queens-hands-5" }>>
<<include "OmniBinaryChoice">><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The Fool's broad grin
shines from the coin's face, reflected in the same grin on the face of the Fool himself.
<</narration>>
<<speech>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with purest glee.
<</narration>>
<<speech>>
Come Morana, I have a small role for you to play in my tale.
<</speech>>
<<narration>>
And he reaches out with his hands towards the Winter Queen. Though she twists and turns, she is held by the Bounding
Line, and she begins to shrink downwards, until she stands writhing and struggling on the palm of the Fool's paw.<br/>
The Fool gestures with his hand, and a neat little gilded cage springs up around the her. He looks expectantly at Lady
Titania, who still holds the Bounding Line. She pouts for a moment, but relents soon enough. Evidently, beginning her
rule by challenging both Bacchus and the Fool in front of a crowd strikes her as unwise. The Bounding Line slithers
off of Morana and back to her hand.
<</narration>>
<<speech>>
Excellent!
<</speech>>
<<narration>>
Say the Fool, as he hangs the little cage from a tassel of his tricorn cloth hat.
<</narration>>
<<speech>>
I have always desired a conscience! She can accompany me everywhere, and give me a voice in my head that I can ignore!
<</speech>>
<<narration>>
And indeed, a high squeaking voice is raging incoherently from within the cage. The bars rattle and shake with a
musical tinkling as Morana vents her anger on the bars of her prison.
<</narration>>
<<speech>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name. Time to return to a more homely
world, yes?
<</speech>>
<<narration>>
[[Walk through the portal|winter-court-with-swelling-joy-hope-step-through]]
<</narration>><<narration>>
The coin turns in the air, and lands with a loud ringing on the stage floor at your feet. The hands of the queens
shine from the coin's face. The Fool grins a manic grin.<br/>
He crows.
<</narration>>
<<speech>>
The Queen's Hands! Another tale on the other side of the coin from this! Delights unending! Come Lady Summer, let us
send your rival a-spinning, and see where she should land!
<</speech>>
<<narration>>
Titiana pouts for a moment, but evidently decides not to begin her rule by challenging both Bacchus and the Fool
in front of a crowd. She gives the Bounding Line a vicious yank, which sends Morana spinning at dizzying speed.
The Fool gives her a gleeful little shove, and she falls through the arched door at center stage. The image flickers,
and you see that her journey from this world to hers has shrunk her to the size of a conventional fairy. She flits and
buzzes about the carriage scene in obvious rage, before darting off into the forests of your world, (hopefully) never
to be seen by you again.
<</narration>>
<<speech>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name. Time to return to a more homely
world, yes?
<</speech>>
<<narration>>
[[Walk through the portal|winter-court-with-swelling-joy-hope-step-through]]
<</narration>><<player-speech>>
I cannot surrender the Bounding Line to either of you. You are both so small, and bound up with a small idea that
defines you so completely, that you cannot see beyond it. If I must choose either to surrender the Bounding Line or
to keep it for myself and die, I will choose death!
<</player-speech>>
<<narration>>
There is a stunned silence. The two queens look at you with open rage and astonishment. Then pandemonium breaks out
in the auditorium.<br/>
But even as the unrest of the crowd flowed around you, you feel the pain once again split your head in two. You
fall to hands and knees and retch repeatedly. You see your hands, and you notice the colors retreating from them,
bleeding onto the stage floor beneath you. You look down at your clothes and they are fading to greys, and then
fading altogether. The oath you took to the queen is taking its toll in your colors, and with it your life.<br/>
You hear with some satisfaction Morana's scream and Titania's cries, as they watch their best laid plans bleed out.
And in the front row, the Fool is applauding with slow paws.<br/>
He ascends to the stage.<br/>
[[Continue...|winter-court-a-heros-death-but-good]]
<</narration>><<narration>>
You take a long look at Titania. You recall the rot that you saw beneath the Heard of Winter, and the indifference
with which one beautiful thing is abandoned and left to die, so that a new thing can be built. Surely worship of the
new and novel simply for its own sake is an equal error, and to be avoided at all costs.<br/>
You remember the glories of the Heart of Winter. Of the order and harmony that ruled there, of the unity that
governed the Children of Winter. It is perhaps not perfect, but there is a great deal to be said for preserving the
beauty of this place. Perhaps this is what the Sleeping One they spoke of would want - that she should come back, and
the beauty she dreamed should be waiting for her, ready to be placed back in her care.<br/>
You reach out your hand to Morana, the gold thread in your outstretched palm.<br/>
But even as you do, a splitting pain rends your mind, and from your mouth you hear words compelled from your tongue.
<</narration>>
<<player-speech>>
Against the summer I will make no scheme.
<</player-speech>>
<<narration>>
Titania looks down in cold triumph.
<</narration>>
<<speech>>
The bindings of the Fey hold, silly little mortal. You may attempt to stray from them, but these magics are woven
into the weave. You will always be brought back. There is no way out.
<</speech>>
<<narration>>
Morana's eyes grow cold.
<</narration>>
<<speech>>
I care not how I come to rule, or what this prodigal believes, only that I should rule. The oath is spoken, They have
no choice.
<</speech>>
<<narration>>
You turn to Bacchus and ask.
<</narration>>
<<player-speech>>
Is it true? I do not wish for Titania to rule. Is there no other way? Can you not take it?
<</player-speech>>
<i>This is a very difficult persuasion check!</i>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 20>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-give-bounding-line-to-bacchus-4-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-give-bounding-line-to-bacchus-4-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-give-bounding-line-to-bacchus-4-failure">>
<</if>><<narration>>
Bacchus looks at you with long slow deliberation.
<</narration>>
<<speech>>
It is possible. Your oath binds you to peace with Winter. As Master of the Sybaris Fete, I am enemy to no creature in
the Wilds of the Fey, winter bound or summer bound.<br/>
But I will caution you, $pc.name. I cannot send you back to your home. You will be forever bound to this realm,
never again to see your home. And I suspect you will make an enemy of these two great queens. Is this truly your
will?
<</speech>>
<<prompt>>
How will you respond to Bacchus?<br/>
[[No, I wish to return home. I will give the Bounding Line to Titania|winter-court-tired-so-tired-past-caring-for-2]] -or-<br/>
[[Yes. I will make a home for myself here.|winter-court-ask-bacchus-to-free-from-oath]]
<</prompt>><<narration>>
You are tired. So tired. Past caring for this world and it's exhausting oddities. Past carrying the weight of the
accursed Bounding Line. Past entertaining the mighty at the expense of your own strength. You are ready for it all
to be over.<br/>
With nothing left in you but the hope of home, you reach out your hand towards Titania, the gold thread in your
outstretched palm.<br/>
Morana's eyes go wide, as she watches her carefully laid plans come to nought.
<</narration>>
<<speech>>
Child! CHILD! You do not understand what you are doing! She will destroy this world! Beautiful things will die and
die, and it will be your fault! Do not DO THIS!!
<</speech>>
<<narration>>
But you are past such temptations now.<br/>
And Titania has already seized the Bounding Line, and as it uncoils from her body, it lashes out with a fluid grace,
and traps Morana before she can react at all!
<</narration>>
<<speech>>
Now all the Fey are bound to me - We will make beautiful things forever, and never be bound by dear Mother Morana
again!
<</speech>>
<<narration>>
And even as she says the words, flowers and vines spills from her hands along the Bounding Line, and across the
ground, covering by slow degrees every unmoving thing in the great amphitheatre.<br/>
You hear the outraged gasp of the denizens of Winter, who have attended in great number, and the beginnings of angry
shifting in the crowd.<br/>
Bacchus steps forward, and his voice booms again - louder and more commanding this time.
<</narration>>
<<speech>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to command, the crowds
fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|winter-court-titania-turns-our-little-scheme-worked]]
<</narration>><<narration>>
Bacchus looks at you with long slow deliberation.
<</narration>>
<<speech>>
I cannot do what you ask. It is not for me to take up the Bounding Line. I am Master of Ceremonies here, and that is
enough. Your troubles are your own, $pc.name.
<</speech>>
<<narration>>
You feel your heart sink.
<</narration>>
<<player-speech>>
Is there no other way?
<</player-speech>>
<<narration>>
Titania, seeing her opportunity, interrupts.
<</narration>>
<<speech>>
Oh now, I'm not so bad, am I! You saw my beautiful Heart of Summer! It was full of beautiful things being made all the
time! We are just the dreams of the Sleeping One, and isn't that just what a dream is - beautiful being made over and
over again, all the way out to the farthest we can see? Give me the Bounding Line, $pc.name, I can see you are tired,
and I promise I will send you home! Cross my heart! I don't want you to die, but you have to choose between me and
death now. That's what our oath meant!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
And what of the colors of my world?
<</player-speech>>
<<narration>>
She says with a simpering giggle.
<</narration>>
<<speech>>
Well, You'll just have to trust me, now, won't you.
<</speech>>
<<prompt>>
What will you choose?<br/>
[[I wish to return home. I will give the Bounding Line to Titania|winter-court-tired-so-tired-past-caring-for-2]] -or-<br/>
[[I cannot surrender the Bounding Line to you, Titania|winter-court-i-cannot-surrender-bounding-line-titania]]
<</prompt>><<player-speech>>
I cannot surrender the Bounding Line to you, Titania. For all your honeyed words, you don't really care for beautiful
things. You care only to make new things that might be beautiful. Were you to rule this place, it would become a world
of paper-thin beauty, covering unending unceasing rot and abandon - things would die just because you and your follower
forgot about them. If you held the Bounding Line, every world would suffer. If I must die to keep it from your hands,
then I will die.
<</player-speech>>
<<narration>>
Titania gasps in surprise and fury, and the crowd gasps with her. You hear the angry rumblings and subtle shifting of
the children of Summer in the crowd. Bacchus steps forward, and his voice booms again - louder and more commanding
this time.
<</narration>>
<<speech>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to command, the crowds
fall silent once more. He gestures once again to the stage.<br/>
But even as the unrest of the crowd flowed around you, you felt the pain once again split your head in two. You
fall to hands and knees and retch repeatedly. You see your hands, and you notice the colors retreating from them,
bleeding onto the stage floor beneath you. You look down at your clothes and they are fading to greys, and then
fading altogether. The oath you took to Titania is taking its toll in your colors, and with it your life.<br/>
You hear with some satisfaction Titania's shriek, and Morana's triumphant laugh, as they both watch their best laid
plans bleed out. And in the front row, the Fool is applauding with slow paws.<br/>
He ascends to the stage.<br/>
[[Continue...|winter-court-a-heros-death-but-good]]
<</narration>><<narration>>
You remember the glories of the Heart of Summer. Of infinite creation, beauty growing from beauty. It is perhaps not
perfect, but surely the will of the Sleeping One would be that the dream would continue, and those who dwell in the
dream should dream themselves. Yes, the endless growth and beautiful freedom of Titania's realm are infinitely to be
preferred to winter's frozen grasp.<br/>
And you are tired. So tired. Past caring for this world and it's exhausting oddities. Past carrying the weight of
the accursed Bounding Line. Past entertaining the mighty at the expense of your own strength. You are ready for it
all to be over.<br/>
You reach out your hand towards Titania, the gold thread in your outstretched palm.<br/>
Morana's eyes go wide, as she watches her carefully laid plans come to nought.
<</narration>>
<<speech>>
Child! CHILD! You do not understand what you are doing! She will destroy this world! Beautiful things will die and
die, and it will be your fault! Do not DO THIS!!
<</speech>>
<<narration>>
But you are past such temptations now. You want only to be home.<br/>
And Titania has already seized the Bounding Line, and as it uncoils from her body, it lashes out with a fluid grace,
and traps Morana before she can react at all!<br/>
Titania laughs a high frenzied laugh.
<</narration>>
<<speech>>
Oh dear, mother - I think $pc.name has seen my heart, and loved it more than yours. All your dogmatic little ramblings,
and your prettiest little snowflakes, and this little child from elsewhere spits in your face. How I do love being
right! And with an audience too!<br/>
Now all the Fey are bound to me - We will make beautiful things forever, and never be bound by dear Mother
Morana again!
<</speech>>
<<narration>>
And even as she says the words, flowers and vines spills from her hands along the Bounding Line, and across the ground,
covering by slow degrees every unmoving thing in the great amphitheatre.<br/>
You hear the outraged gasp of the denizens of Winter, who have attended in great number, and the beginnings of angry
shifting in the crowd.<br/>
Bacchus steps forward, and his voice booms again - louder and more commanding this time.
<</narration>>
<<speech>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to command, the crowds
fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|winter-court-titania-turns-our-little-scheme-worked]]
<</narration>><<narration>>
You shake your head.
<</narration>>
<<player-speech>>
I have heard the name, but I know nothing about it.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 18 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-shake-head-i-have-heard-name-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-bounding-line-powerful-little-gold-thread">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-titania-narrows-her-eyes-someone-lying">>
<</if>><<speech>>
The Bounding Line is a powerful little gold thread. I don't control it - nobody does really! But I can reveal it to
you, so you can make use of it! With it you could bind up anyone you'd like here in the Feywild! Here, I will show
it to you!
<</speech>>
<<narration>>
And she pulls the familiar gold thread of the Bounding Line out of nowhere and hands it to you. You act surprised at
the revelation.
<</narration>>
<<player-speech>>
So I could catch anyone with this? Including you or Morana?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Yes indeed, but you don't need to bind me up, silly! We're already Feybound to each other! But I have a suspicion,
and a plan!<br/>
I have eyes and ears that tell me dear Mother Morana is moving to the Sybaris Fete, with many of her children. We
can make this work to our advantage with a little trick!
<</speech>>
<<narration>>
[[Continue...|winter-court-let-me-tell-what-i-think]]
<</narration>><<speech>>
Let me tell you what I think, $pc.name. I think someone at the end of this whole scheme is going to end up being Queen
of the Feywild. That Bounding Line you're holding; it doesn't only bind up winter daughters and Fey-queens. Whichever
queen holds that lovely little gold thread will have the colors at her command, and will make the feywild in her own
image - Summer and Winter and all the times and seasons alike!<br/>
But we can't just take it from you. You have to give it to us, freely of your own accord. The magic of the Fey is
always bound up with thoughts and intentions - it makes everything so deliciously complicated!<br/>
So you get to crown the Queen, and the price you get to set for it is a way back home! We can wrap it up in a lovely
little bow, where each of us gets a present!<br/>
And oh, $pc.name I would make such a good queen! You've seen the Heart of Summer! Is it not beautiful and wonderful
and full of life! Look at little Vespera! She could see it truly, and I would wager you can too! My hand is open, and
everyone and everything grows as it pleases, and beautiful things happen at every moment! Morana's small little Heart
of Winter is so strict and motionless. It's like a prison where she lives with all the prisoners she calls children. I
don't have children! I only have friends!
<</speech>>
<<narration>>
[[Continue...|winter-court-so-here-s-what-we-ll]]
<</narration>><<speech>>
So here's what we'll do, you and I. We're going to spoil Morana's little party, and send you home, and make me queen
all at the same time! I'll pretend to be your prisoner - you can gussy me up with that golden line of yours, and then
at the magic moment, when Morana and you and I are all assembled, POOF, you can release me and bind her all up with the
Bounding Line, and give it to me! We'll open the way back for you, I get to be queen, and everybody lives happily every
after! What fun!<br/>
So what do you think, $pc.name? Is it not a wonderful delightfully crafty little plan I've made for us?
<</speech>>
<<prompt>>
How will you respond?<br/>
[[You would let me bind you with the Bounding Line?|winter-court-titania-schemes-continue]] -or-<br/>
[[It is a good plan|winter-court-titania-schemes-continue-b]]
<</prompt>><<narration>>
Titania narrows her eyes.
<</narration>>
<<speech>>
Someone is lying.
<</speech>>
<<narration>>
She replies in a sing-song voice.
<</narration>>
<<speech>>
Why would you lie $pc.name? Are we not on the same side? Unless.
<</speech>>
<<narration>>
[[Continue...|winter-court-reset-summer-score-1]]
<</narration>><<run Ember.setCourtFavor($pc, "summer", -1)>>
<<narration>>
Titania stops immediately, and stares at you, all pretense of charm gone.
<</narration>>
<<speech>>
You are sworn to the WINTER QUEEN! The rumors of you are TRUE! You are a snake in the grass!!!
<</speech>>
<<narration>>
Her eyes flash with sudden anger and fear, She makes a low ululating call with her throat, and all motion on the great
flower suddenly turns and rushes towards you!<br/>
[[Continue...|winter-court-titania-s-anger-palpable-air-she]]
<</narration>><<narration>>
Titania's anger is palpable in the air! She makes a low ululating cry that echoes across the Heart of Summer.<br/>
The ground beneath you opens, and you find yourself clawing and grasping at the petal surface, and smell the stench of
putrid rot beneath.<br/>
You have one chance - the Bounding Line!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-titania-s-anger-palpable-air-she-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-bounding-line-catch-titania-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-bounding-line-catch-titania-failure">>
<</if>><<narration>>
You scrabble in your pockets as your other hand's grip fights for grip on the petal's edge. Just as you pull the
golden thread of the Bounding Line from your pocket, you slip. With a desperate cry you hurl the thread at Titania.<br/>
And by some miracle of luck, it loops around her ankle, dragging her down with you! She is immediately secured to the
surface of the great flower by several strong vines, while she glares daggers at you.
<</narration>>
<<speech>>
What have you done, you cold-hearted waste of flesh!
<</speech>>
<<narration>>
She shakes her foot furiously, but cannot untangle herself. Indeed as she does, the line becomes tighter, even as you
struggle and climb up it to the safety of the bloom's surface.<br/>
Once there, you desperately send the length of the thread spinning around Titania until she is well and truly
immobilized. <br/>
But the ire of the Heart of Summer has already been aroused by Titania's cry.<br/>
[[Prepare Yourself!|winter-court-ready-yourself-swarm-summer-creatures-rush]]
<</narration>><<narration>>
Ready yourself! A Swarm of Summer Creatures rush towards you, threatening to overwhelm you with their sheer volume!
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("summer_swarm", "Swarm of Summer")]>>
<<set _combatVictory = "winter-court-summer-court-score-reset-1">>
<<set _combatDefeat = "winter-court-overwhelming-mass-flora-fauna-all-bent">>
<<set $combat = null>>
<<include "Combat">><<run Ember.setCourtFavor($pc, "summer", -1)>>
<<narration>>
The ground is littered with corpses of all manner of beasts, insects, and mobile flora. The moment you attacked
Titania, they threw themselves at you with no care at all for their well-being. You wonder what kind of freedom they
had here in the Summer Court, when they were compelled at a moment's notice to give their lives so recklessly and
unthinkingly. You take a moment to deliberately squish the last living thing that swarmed you: a giant wasp. It
crunches satisfyingly beneath your boot. You turn to look at Titania.<br/>
Her look is purest venom.
<</narration>>
<<speech>>
What now $pc.name? You could not possibly know the forces you're playing with. Are you going to take the word of
dear Mother Morana? Are you stupid enough to believe everything she told you? It would not surprise me at all.<br/>
When the moment comes to make your choice, fool, consider carefully who has deceived you and who has not. You
might yet escape the realm of the Fey with your life, if you exchange wisdom for idiocy.
<</speech>>
<<narration>>
You tire of the vitriol she is spewing, and bind her mouth as well.<br/>
You turn and, pulling your prisoner behind you, begin making your way towards the Sybaris Fete.<br/>
[[Continue...|winter-court-several-long-days-journey-back-through-2]]
<</narration>><<narration>>
It is several long days' journey back through the wilds of the Fey. Though you are sure eyes follow you as you travel,
you remain, thankfully, unmolested along your way. Likely, no creature is foolish enough to assault a human with a
captured Fey Queen in tow.<br/>
You expect yourself to become fatigued as your journey stretches on hour by hour through dawn to the day-lands,
but sleep never overtakes you. How odd.<br/>
Titania is menacingly silent as she walks in front of you in her own lands. When she can look at you, her gaze is all
cold, mathematic hatred.<br/>
As with any journey, the rhythm of your footfalls fades into the background of your own thoughts and worries - What
end awaits you when you confront Morana with Titania in hand? Is it really within their power (or anyone's here) to
return you to your home? What will happen to the Bounding Line and the Feywild when your business here is done? All
this cycles in your mind, driving you mad with anticipation.<br/>
Eventually, the rhythm of footfalls floats up from the background of your thoughts again, and you notice you are
hearing the steps of three sets of feet, not just two. You awake from your reverie with a start!<br/>
[[Continue...|winter-court-directly-wake-fool-has-been-matching-2]]
<</narration>><<narration>>
Directly in your wake, the Fool has been matching your pace, step for step, a mockery of your troubled expression on
his furred face.<br/>
The moment you turn he bounds backwards with a chortle of glee.
<</narration>>
<<speech>>
Well met, again, mortal! You have tracked footprints all about the map haven't you!
<</speech>>
<<narration>>
He turns to the Lady Titania with a foppish bow.
<</narration>>
<<speech>>
My Lady, might I extend my complements on your very flattering attire! The bind, it appears are leading the bind!
<</speech>>
<<narration>>
Titania looks at the Fool warily.
<</narration>>
<<speech>>
Titania: Why are you hear, Meddler? Are you hear to mock me?<br/>
Fool: Perhaps a little, yes! The very stones would cry out injustice if this humiliation went unwitnessed, and so
here I am, perfect in quality for seeing, having eyes, and doubly so for hearing! So tell me, what scene greets my
eyes for a-judging? Or shall I be called a witness?<br/>
Titania: If you are only here to make fun, then I don't want to speak to you. And as I'm sure you've seen, this
silk-threaded ape has no need of you either.<br/>
Fool: Oh, now, be gentle with your tongue or let it rest! The ape might have a name, and perhaps a thought and a
will to match! In fact as my eyes to call my mouth to accountings, the silken ape has trussed the flower in gold!
And I thought Bacchus held all the revels in Sybaris! But Peace, $pc.name!
<</speech>>
<<narration>>
He says, seeing you bristle at being called an ape.
<</narration>>
<<speech>>
I come bearing gifts of gab to match your gifts of golden garb for the Lady! I owe you as much for a story worth
the watching!<br/>
For a human in a land of monsters, you have done abominably well! And so I have a question with an answer buried
inside. You have laid eyes on the opposed Hearts, and traded words with queens of diamonds and spades. And now you
carry a club of a sort.<br/>
So, monstrous mortal, fated to fete or be feted: Who in all the Feywild should be the arbiter of all beautiful
things?
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-fool-telling-more-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-fool-telling-more-2-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fool-telling-more-2-either">>
<</if>><<narration>>
When you look as if you're going to answer, he holds up a paw.
<</narration>>
<<speech>>
Fool: No no no! The question was a gift, not a question! I have no need of the answer! If I had it I would only have
spoiled the ending before it begins! And it is oh so close!
<</speech>>
<<include "winter-court-fool-telling-more-2-either">><<narration>>
And with a cackle of unseemly glee, he is gone again.<br/>
You turn to Titania, thinking for a moment she might explain anything the Fool just said to you. But if the Summer
Queen's face held a scowl for you before, it now holds only thunder. You turn back to your journey, with your thoughts
a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see-2]]
<</narration>><<narration>>
For the second time, you crest a hill and see the Sybaris Fete spread out in the valley below you. The sun and moon
kiss in the sky, and the dizzying colors of the revels spread out below you to the horizon beyond.<br/>
But the silence of the moment is unlike your past experience of the Sybaris Fete. It hangs weighty in the air,
burdened by countless fey creatures, who have made a perfectly straight procession line into the Fete. And at it's
head, the massive form of Bacchus watches your approach.<br/>
He booms in his slow, rolling tone.
<</narration>>
<<speech>>
Welcome back,, $pc.name! I confess, I was anxious for you to leave Sybaris before, but news of your journey has run
ahead of you like a rabbit. All the wild's a stage, and we are but players, bound up in the drama of it. And if we
are going to play kings and queens, where better to have a coronation than a stage?" And he bows and gestures down
the strange procession line before you.
<</speech>>
<<narration>>
You can see the very geography of the valley has changed. Where before the maze of tents was on a plane, they now
slope in a massive gentle curve around a central dais. The entire valley is an amphitheatre for the scene you are to
play out with the Fey Queens.<br/>
[[Continue...|winter-court-advance-down-slope-mighty-amphitheatre-mount-2]]
<</narration>><<narration>>
You advance down the slope of this mighty amphitheatre and mount the stage, Titania in tow, the murmurs of a vast
alien audience following you.<br/>
You see The Fool the front row, looking up at your with, of all things, popcorn in his paws, and a cheeky grin
on his face.<br/>
And on the stage before you, Mother Morana watches you with just the hint of a triumphant smile on her face.<br/>
Bacchus steps up before you and before all assembled, and raises his great hands. Silence falls rapidly.<br/>
He booms.
<</narration>>
<<speech>>
The stage is set. The players have their marks. Let us watch the drama unfold!
<</speech>>
<<narration>>
And with that he gestures to you, and to the two queens.<br/>
[[Continue...|winter-court-morana-breaks-silence-have-returned-me-2]]
<</narration>><<narration>>
Morana breaks the silence.
<</narration>>
<<speech>>
You have returned to me, child! How my heart is filled with joy to see you again, and you have brought a gift to me
worthy of the winter!
<</speech>>
<<narration>>
Tititania responds from her bindings.
<</narration>>
<<speech>>
Sister, what a pleasant surprise. You look like the cat that got the cream. Did you know, in my beautiful courts of
summer, that sometimes the cream gets the cat?
<</speech>>
<<narration>>
Morana smirks.
<</narration>>
<<speech>>
Even your bluffs are fickle as the wind, Wayward One. Come now, Winter's peace is upon you and upon us. All your wild
words and ceaseless strivings are at an end. I am to bear the Bounding Line, and with it rule all the Fey.
<</speech>>
<<narration>>
She turns to you.
<</narration>>
<<speech>>
The time is at hand, child. We are Feybound, you and I. There will be peace at my hand here, and you will return
home to your world. This I have promised to you and before them. Leave the Bounding Line in my hands, and you may
return home.
<</speech>>
/* THE TIME HAS COME TO MAKE THE FINAL CHOICE! WHO IS TO BE THE BEARER OF THE BOUNDING LINE? */
<<prompt>>
The time has come to make the final choice! Who is to be the bearer of the Bounding Line?<br/>
<<if $pc.feyCourt is null or $pc.feyCourt is "winter">>
[[Give Morana the Bounding Line|winter-court-give-morana-bounding-line]] -or-<br/>
<<if $pc.feyCourt is "winter">>
[[Try and Fail to give Titania the Bounding Line|winter-court-try-fail-give-titania-bounding-line]] -or-<br/>
[[Keep the bounding line and choose to die|winter-court-keep-bounding-line-die]]
<<elseif $pc.feyCourt is null>>
[[Keep the bounding line successfully for yourself|winter-court-keep-the-bounding-line-yourself]]
<</if>>
<<elseif $pc.feyCourt is "summer" or $pc.feyCourt is null>>
[[Give Titania the Bounding Line|winter-court-give-titania-bounding-line]] -or-<br/>
<<if $pc.feyCourt is "summer">>
[[Try and Fail to give Morana the Bounding Line|winter-court-try-fail-give-morana-bounding-line]] -or-<br/>
[[Keep the bounding line and choose to die|winter-court-keep-bounding-line-die]]
<<elseif $pc.feyCourt is null>>
[[Keep the bounding line successfully for yourself|winter-court-keep-the-bounding-line-yourself]]
<</if>>
<</if>>
<</prompt>><<narration>>
You take a long look at Morana. You remember her iron-fisted cruelty, and the terrible power she holds over those she
calls children. You remember the order and harmony that governed it, and the frozen beauties Mother Morana claimed as
her mandate. Your visit to the Heart of Winter convinced you of only one thing. You would never wish the Fey Realm to
be frozen by her draconian beauty. Whatever she believes about the wishes of the Sleeping One, this could not be
her will. <br/>
But you are equally repulsed by the visions of Titiana. You recall the rot that you saw there, and the indifference
with which one beautiful thing is abandoned and left to die, so that a new thing can be built. Surely worship of the
new and novel simply for its own sake is an equal error, and to be avoided at all costs.<br/>
You hold your hand to your chest, the gold thread clasped inside it.<br/>
You turn to Bacchus and ask.
<</narration>>
<<player-speech>>
I wish that neither Summer nor Winter should rule. Is there no other way? Can you not take it?
<</player-speech>>
<i>This is a very difficult persuasion check!</i>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 20>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-keep-bounding-line-die-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-ask-bacchus-against-mother-morana-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-ask-bacchus-against-mother-morana-failure">>
<</if>><<narration>>
The overwhelming mass of flora and fauna all bent on your demise eventually overwhelms you. You disappear into a mass
of movement. Then the petals that form the ground of the Heart of Summer open below you, revealing the putrid mass of
decaying matter and dying creatures.<br/>
Your hands fights for grip on the petal's edge, but to no avail. You fall down down into the putrid pile of rotten
stench below, bearing the mass of life.<br/>
You do not die in the depths immediately, but by slow degrees of decay.
<</narration>>
<<prompt>>
System Message: You Have Died. Thank you for playing Feybound Online<br/>
Extra geek points if you know this reference... (AO)
<</prompt>>
[[The End!|winter-court-let-story-now-ended]]<<narration>>
You scrabble in your pockets as your other hand's grip fights for grip on the petal's edge. Just as you pull the golden
thread of the Bounding Line from your pocket, you slip. With a desperate cry you hurl the thread at Titania.<br/>
But to no avail. It falls harmlessly at her feet, and then follows you down down into the putrid pile of rotten
stench below.<br/>
You do not die in the depths immediately, but by slow degrees of decay.
<</narration>>
<<prompt>>
System Message: You Have Died. Thank you for playing Feybound Online<br/>
Extra geek points if you know this reference... (AO)
<</prompt>>
[[The End!|winter-court-let-story-now-ended]]<<narration>>
You pause, bluffing as if you are considering her offer.<br/>
Then quick as a flash you lunge for Titania, whipping the Bounding Line towards her!<br/>
But you are not quick enough. She steps back swift as the wind, and with a sudden vicious snarl, sends barbed vines
whipping at you.
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("titania", "Titania")]>>
<<set _combatVictory = "winter-court-after-short-but-intense-combat-have">>
<<set _combatDefeat = "winter-court-bounding-line-catch-titania-failure">>
<<set $combat = null>>
<<include "Combat">><<narration>>
After a short but intense combat, you have Titania well and truly bound by the Bounding Line!<br/>
Titania snarls.
<</narration>>
<<speech>>
You are sworn to HER! Vespera spoke the truth! You are a snake in the grass!!!
<</speech>>
<<narration>>
Her eyes flash with bristling anger.<br/>
She begins makes a low ululating call with her throat, but in a heartbeat you whip the Bounding Line up and around
her mouth, and cut off all speech. Her eyes grow dark with rage and hatred, but she is well and truly bound. You
breathe a sigh of relief.<br/>
But before long you realize that you are still in hostile territory, and whip around warily, looking for threats.
You are surprised to see that there are none. It would seem that in cutting off Titania's ululating cry, you cut off
any chance that her minions would attack you.<br/>
You take several breaths to calm your vibrating nerves. When you are ready, you collect your things, and begin
making your way towards the Sybaris Fete once again, your royal prisoner in tow.<br/>
[[Continue...|winter-court-several-long-days-journey-back-through-2]]
<</narration>><<narration>>
You repeat the oath, but even as you speak the first words, your tongue freezes, and you head seems to split open with
chilling pain. You hear your own voice say.
<</narration>>
<<player-speech>>
By this pact I hold all winter's trove."
<</player-speech>>
<<narration>>
[[Continue...|winter-court-reset-summer-score-1]]
<</narration>><<narration>>
You repeat the oath but withhold your true consent from it.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-repeat-oath-but-withhold-true-consent-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-titania-has-a-scheme">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-reset-summer-score-1">>
<</if>><<narration>>
You look at her coldly and reply.
<</narration>>
<<player-speech>>
I do not trust you or your oaths, Titania. I know enough to see that swearing to anything here is fraught with danger.
I want no part of it.
<</player-speech>>
<<narration>>
Her lips pout, and she dawns a reproving look.
<</narration>>
<<speech>>
I do not understand you! There is no danger from me. I have told you, the creatures that call this home are as free as
can be, and do what they will when they will it!
<</speech>>
<<narration>>
She pauses, but you do not relent.<br/>
Eventually, she breaks the silence.
<</narration>>
<<speech>>
Fine then. I have a plan where we both get what we want.
<</speech>>
<<narration>>
[[Continue...|winter-court-titania-has-a-scheme-2]]
<</narration>><<speech>>
I have a little scheme, and if it works, I will get what I want and you will get what you want! Have you heard of
something called the Bounding Line?"
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[Reveal that you know about the Bounding Line|winter-court-tell-the-truth-2]] -or-<br/>
[[Attempt to capture Titania with the Bounding Line|winter-court-pause-bluffing-if-considering-her-offer]]
<</prompt>><<player-speech>>
Yes, I know of the Bounding Line. I know of it's power to bind any in the Feywild, including you. We are allies of
convenience, you and I, but we are not friends.
<</player-speech>>
<<narration>>
Her demeanor changes instantly. She is no longer the bubbly, flighty queen of summer. Instead, her shrewd eyes are
flat and calculating.
<</narration>>
<<speech>>
You are playing a dangerous game, silly mortal. It is good for you that you and I have interests we share, but do
not test me! The feywild is my home, and I am it's rightful Queen. I know every trick there is, and I can still find
ways to twist you into a knot you'll never escape from.
<</speech>>
<<narration>>
[[Continue...|winter-court-enough-wasted-breath-what-plan-summer]]
<</narration>><<player-speech>>
Enough wasted breath! What is your plan, Summer Queen?
<</player-speech>>
<<narration>>
She gives you a calculating glance before continuing.
<</narration>>
<<speech>>
I propose to spoil Morana's little party, and send you home, and make me queen all at once! You and I shall travel to
the Sybaris Fete and meet Morana, as planned. She will not dare attack you while you hold that little thread. When
the time comes, you will bind her quick like a bunny, and pass the Bounding Line to me. I will open a door to your
world, and you will get to go home, and then all of this will seem like just a silly dream that you woke up from at
home in your own comfortable bed. That is what you want, isn't it?<br/>
Well, $pc.name, what do you think of my little plan? Will you go with me, and we'll see whether we can't catch little
Morana with that little gold thread of yours?
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[Agree to her plan|winter-court-agree-her-plan]] -or-<br/>
[[Lunge forward and catch her with the bounding line|winter-court-pause-bluffing-if-considering-her-offer]]
<</prompt>><<player-speech>>
It will suffice. But I will warn you again Titania. I am the bearer of the Bounding Line now, and I will use it against
you the moment you give me cause.
<</player-speech>>
<<speech>>
Yes, you're very threatening and I'm very worried.
<</speech>>
<<narration>>
She says with a mock tremble in her voice.
<</narration>>
<<speech>>
I am not a fool. I have no reason to cross you. Enough dithering. Let us depart.
<</speech>>
<<narration>>
And a short time later, you depart for the Sybaris Fete once again, with the Queen of Summer as your companion.<br/>
[[Continue...|winter-court-several-long-days-journey-back-through-3]]
<</narration>><<narration>>
It is several long days' journey back through the wilds of the Fey. Though you are sure eyes follow you as you travel,
you remain, thankfully, unmolested along your way. Likely, no creature is foolish enough to assault a human and a Fey
Queen making their way across the wilds.<br/>
You expect yourself to become fatigued as your journey stretches on hour by hour through dawn to the day-lands, but
sleep never overtakes you. How odd.<br/>
Titania talks incessantly as you walk with her through summer-lands. She speaks of all the beautiful things she and
her people have made or grown, and her delight in her world is infectious. Whatever else you may think of the Lady
Titania, there is beauty to be found in her world, and joy in the way she sees it.<br/>
As with any journey, the rhythm of your footfalls fades into the background of your own thoughts and worries - What
end awaits you when you arrive to confront Mother Morana in the company of the Summer Queen? Is it really within their
power (or anyone's here) to return you to your home? What will happen to the Bounding Line and the Feywild when your
business here is done? All this cycles in your mind, driving you mad with anticipation.<br/>
Eventually, the rhythm of footfalls floats up from the background of your thoughts again, and you notice you are
hearing the steps of three sets of feet, not just two. You awake from your reverie with a start!<br/>
[[Continue...|winter-court-directly-wake-fool-has-been-matching-3]]
<</narration>><<narration>>
Directly in your wake, the Fool has been matching your pace, step for step, a mockery of your troubled expression
on his furred face.<br/>
The moment you turn he bounds backwards with a chortle of glee.
<</narration>>
<<speech>>
Well met, again, mortal! You have tracked footprints all about the map haven't you!
<</speech>>
<<narration>>
He turns to the Lady Titania with a foppish bow.
<</narration>>
<<speech>>
My Lady, might I extend my complements to you for the company you keep! Two fools in company, and ah! I would
make three!
<</speech>>
<<narration>>
Titania looks at the Fool warily
<</narration>>
<<speech>>
Titania: Why are you hear, Meddler? Are you hear to mock me?<br/>
Fool: Ah, the pot calls unto the kettle! Come now, meddling was how you became embroiled so!
<</speech>>
<<narration>>
The Fool retorts with a smirk.
<</narration>>
<<speech>>
If you are only here to make fun, then I don't want to speak to you. We were getting along famously, $pc.name and I!
We are becoming the best of friends, and have so very much in common! Why don't you go trouble someone else?
<</speech>>
<<narration>>
Titania replies, taking your elbow possessively.
<</narration>>
<<speech>>
Oh, but I have such a wealth of troubles here! But, if I am such a disquieter, then I will hold my tongue in but
a moment!<br/>
I come bearing gifts of gab to honor this royal procession! I owe you as much for a story worth the watching! And
while your ears are not so prodigious as mine, turn yours to me for but a moment.<br/>
For a human in a land of monsters, you have done abominably well! And so I have a question with an answer buried
inside. You have laid eyes on the opposed Hearts, and traded words with queens of diamonds and spades. And now you
carry a club of a sort.<br/>
So, monstrous mortal, fated to fete or be feted: Who in all the Feywild should be the arbiter of all beautiful things?
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-directly-wake-fool-has-been-matching-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-directly-wake-fool-has-been-matching-3-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-directly-wake-fool-has-been-matching-3-either">>
<</if>><<narration>>
When you look as if you're going to answer, he holds up a paw.
<</narration>>
<<speech>>
Fool: No no no! The question was a gift, not a question! I have no need of the answer! If I had it I would only have
spoiled the ending before it begins! And it is oh so close!
<</speech>>
<<include "winter-court-directly-wake-fool-has-been-matching-3-either">><<narration>>
And with a cackle of unseemly glee, he is gone again.<br/>
You turn to Titania, thinking for a moment she might explain anything the Fool just said to you. But the Summer
Queen is quiet by your side, watching you with calculating eyes. You turn back to your journey, with your thoughts
a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see-3]]
<</narration>><<narration>>
For the second time, you crest a hill and see the Sybaris Fete spread out in the valley below you. The sun and moon
kiss in the sky, and the dizzying colors of the revels spread out below you to the horizon beyond.<br/>
But the silence of the moment is unlike your past experience of the Sybaris Fete. It hangs weighty in the air,
burdened by countless fey creatures, who have made a perfectly straight procession line into the Fete. And at it's
head, the massive form of Bacchus watches your approach.<br/>
He booms in his slow, rolling tone.
<</narration>>
<<speech>>
"Welcome back, $pc.name! I confess, I was anxious for you to leave Sybaris before, but news of your journey has
run ahead of you like a rabbit. All the wild's a stage, and we are but players, bound up in the drama of it. And
if we are going to play kings and queens, where better to have a coronation than a stage?
<</speech>>
<<narration>>
And he bows and gestures down the strange procession line before you.<br/>
You can see the very geography of the valley has changed. Where before the maze of tents was on a plane, they now
slope in a massive gentle curve around a central dais. The entire valley is an amphitheatre for the scene you are to
play out with the Fey Queens.<br/>
[[Continue...|winter-court-advance-down-slope-mighty-amphitheatre-mount-3]]
<</narration>><<narration>>
You advance down the slope of this mighty amphitheatre and mount the stage, Titania in tow, the murmurs of a vast
alien audience following you.<br/>
You see The Fool the front row, looking up at your with, of all things, popcorn in his paws, and a cheeky grin
on his face.<br/>
And on the stage before you, Mother Morana watches you with wary eyes, clearly uncertain of what it means that
you arrive peaceably in the company of her bitter rival.<br/>
Bacchus steps up before you and before all assembled, and raises his great hands. Silence falls rapidly.<br/>
He booms.
<</narration>>
<<speech>>
The stage is set. The players have their marks. Let us watch the drama unfold!
<</speech>>
<<narration>>
And with that he gestures to you, and to the two queens.<br/>
[[Continue...|winter-court-morana-breaks-silence-have-returned-me-3]]
<</narration>><<narration>>
Morana breaks the silence.
<</narration>>
<<speech>>
You have returned to me, child! How my heart is filled with joy to see you again! Why, though, do you come in the
company of the Heretic Queen? You have much to explain.
<</speech>>
<<narration>>
Tititania responds before you can.
<</narration>>
<<speech>>
Sister, what a pleasant surprise! Do you know, $pc.name and I have travelled all the way across my whole realm, and
talked all the while! We are the very best of friends! I think they might even call me sister! Isn't that delightful?
<</speech>>
<<narration>>
Morana smirks.
<</narration>>
<<speech>>
Even your bluffs are fickle as the wind, Wayward One. Come now, Winter's peace is upon you and upon us. All your wild
words and ceaseless strivings are at an end. I am to bear the Bounding Line, and with it rule all the Fey.
<</speech>>
<<narration>>
She turns to you
<</narration>>
<<speech>>
The time is at hand, child. We are Feybound, you and I. There will be peace at my hand here, and you will return home
to your world. This I have promised to you and before them. Leave the Bounding Line in my hands, and you may return home.
<</speech>>
<<prompt>>
The time has come to make the final choice! Who is to be the bearer of the Bounding Line?<br/>
<<if $pc.feyCourt is null or $pc.feyCourt is "winter">>
[[Give Morana the Bounding Line|winter-court-give-morana-bounding-line-3]] -or-<br/>
<<if $pc.feyCourt is "winter">>
[[Try and Fail to give Titania the Bounding Line|winter-court-try-fail-give-titania-bounding-line]] -or-<br/>
[[Keep the bounding line and choose to die|winter-court-keep-bounding-line-die]] -or-<br/>
<<elseif $pc.feyCourt is null>>
[[Keep the bounding line successfully for yourself|winter-court-keep-bounding-line-self]] -or-<br/>
<</if>>
<<elseif $pc.feyCourt is "summer" or $pc.feyCourt is null>>
[[Give Titania the Bounding Line|winter-court-give-titania-bounding-line-2]] -or-<br/>
<<if $pc.feyCourt is "summer">>
[[Try and Fail to give Morana the Bounding Line|winter-court-try-fail-give-morana-bounding-line]] -or-<br/>
[[Keep the bounding line and choose to die|winter-court-keep-bounding-line-die]] -or-<br/>
<<elseif $pc.feyCourt is null>>
[[Keep the bounding line successfully for yourself|winter-court-keep-bounding-line-self]] -or-<br/>
<</if>>
<</if>>
[[Give Bounding Line to Bacchus|winter-court-give-bacchus-bounding-line]]
<</prompt>><<narration>>
You remember the glories of the Heart of Winter. Of the order and harmony that ruled there, of the unity that governed
the Children of Winter. It is perhaps not perfect, but there is a great deal to be said for preserving the beauty of
this place. Perhaps this is what the Sleeping One they spoke of would want - that she should come back, and the beauty
she dreamed should be waiting for her, ready to be placed back in her care.<br/>
And you are tired. So tired. Past caring for this world and it's exhausting oddities. Past carrying the weight of
the accursed Bounding Line. Past entertaining the mighty at the expense of your own strength. You are ready for it
all to be over.<br/>
You reach out your hand, the gold thread in your outstretched palm.<br/>
Titania cries out in shocked desperation.
<</narration>>
<<speech>>
NO! NO! STOP! I will give you anything! You can sit on the flowery throne and rule all the Summer, and I will show
you the secret places of the Feywild, and you will eat the Lotus Flowers! I will--
<</speech>>
<<narration>>
But you are past such temptations now. You want only to be home.<br/>
Morana reaches out and takes the Bounding Line from your hand. A true smile spreads across her face, a smile of
triumph and joy and power, for a prize long sought and only now achieved! With one fluid motion, she whips it from
your grasp and sends it spinning through the air, coiling tightly like a golden snake around Lady Titania.
<</narration>>
<<speech>>
Now all the Fey are bound to me - I will remake this realm in my image, and beautiful things will never fade.
<</speech>>
<<narration>>
And even as she says the words, rime spills from her hands along the Bounding Line, and across the ground,
crystallizing by slow degrees every unmoving thing in the great amphitheatre.<br/>
You hear the outraged gasp of the denizens of Summer, who have attended in great number, and the beginnings of angry
shifting in the crowd.<br/>
Bacchus steps forward, and his voice booms again - louder and more commanding this time.
<</narration>>
<<speech>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to command, the crowds
fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|winter-court-morana-turns-i-am-feybound-winter]]
<</narration>><<narration>>
You remember the glories of the Heart of Summer. Of infinite creation, beauty growing from beauty. It is perhaps not
perfect, but surely the will of the Sleeping One would be that the dream would continue, and those who dwell in the
dream should dream themselves. Yes, the endless growth and beautiful freedom of Titania's realm are infinitely to be
preferred to winter's frozen grasp.<br/>
And you are tired. So tired. Past caring for this world and it's exhausting oddities. Past carrying the weight of
the accursed Bounding Line. Past entertaining the mighty at the expense of your own strength. You are ready for it all
to be over.L<br/>
You reach out your hand towards Titania, the gold thread in your outstretched palm.<br/>
Morana's eyes go wide, as she watches her carefully laid plans come to nought.
<</narration>>
<<speech>>
Child! CHILD! You do not understand what you are doing! She will destroy this world! Beautiful things will die and die,
and it will be your fault! Do not DO THIS!!
<</speech>>
<<narration>>
But you are past such temptations now. You want only to be home.<br/>
With a crow of triumph, Titania leans forwards and snatches the Bounding Line from your hands. She laughs and dances
in delight, a smile of unfettered wild joy on her face, for a prize long sought and only now achieved! With one fluid
motion, she whips it through the air, send it spinning and coiling tightly like a golden snake around the astonished
and suddenly helpless Mother Morana.<br/>
Titania's squeal of delight is deafening, and she wastes no time before mocking her rival.
<</narration>>
<<speech>>
Oh dear, mother - I think $pc.name has seen my heart, and loved it more than yours. All your dogmatic little ramblings,
and your prettiest little snowflakes, and this little child from elsewhere spits in your face. How I do love being
right! And with an audience too!<br/>
Now all the Fey are bound to me - We will make beautiful things forever, and never be bound by dear Mother
Morana again!
<</speech>>
<<narration>>
And even as she says the words, flowers and vines spills from her hands along the Bounding Line, and across the ground,
covering by slow degrees every unmoving thing in the great amphitheatre.<br/>
You hear the outraged gasp of the denizens of Winter, who have attended in great number, and the beginnings of
angry shifting in the crowd.<br/>
Bacchus steps forward, and his voice booms again - louder and more commanding this time.
<</narration>>
<<speech>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to command, the crowds
fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|winter-court-titania-turns-our-little-scheme-worked]]
<</narration>><<narration>>
You take a long look at Morana. You remember her iron-fisted cruelty, and the terrible power she holds over those she
calls children. You remember the order and harmony that governed it, and the frozen beauties Mother Morana claimed as
her mandate. Your visit to the Heart of Winter convinced you of only one thing. You would never wish the Fey Realm to
be frozen by her draconian beauty. Whatever she believes about the wishes of the Sleeping One, this could not be
her will. <br/>
But you are equally repulsed by the visions of Titiana. You recall the rot that you saw there, and the indifference
with which one beautiful thing is abandoned and left to die, so that a new thing can be built. Surely worship of the
new and novel simply for its own sake is an equal error, and to be avoided at all costs.<br/>
You hold your hand to your chest, the gold thread clasped inside it.<br/>
You turn to Bacchus.
<</narration>>
<<player-speech>>
I would not submit this world to the rule of either queen. They are ideologues, so wrapped up in a single idea they
are blind to all others. The just way forward is that they should be balanced against each other, held in check by
some neutral hand. You are the Master of the Sybaris Fete, and have held it neutral. Would you extend your unbiased
hand to the rest of the Fey Realm? Would you take the Bounding Line?
<</player-speech>>
<i>This is a very difficult persuasion check!</i>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 20>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-give-bacchus-bounding-line-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-give-bounding-line-to-bacchus-2-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-bacchus-looks-with-long-slow-deliberation-7">>
<</if>><<narration>>
Bacchus looks at you with long slow deliberation.
<</narration>>
<<speech>>
I cannot do what you ask. It is not for me to take up the Bounding Line. I am Master of Ceremonies here, and that is
enough. Your troubles are your own, $pc.name.
<</speech>>
<<prompt>>
What will you choose instead?<br/>
<<if $pc.feyCourt is null or $pc.feyCourt is "winter">>
[[Give Morana the Bounding Line|winter-court-give-morana-bounding-line-3]] -or-<br/>
<<if $pc.feyCourt is "winter">>
[[Try and Fail to give Titania the Bounding Line|winter-court-try-fail-give-titania-bounding-line]] -or-<br/>
[[Keep the bounding line and choose to die|winter-court-keep-bounding-line-die]]
<<elseif $pc.feyCourt is null>>
[[Keep the bounding line successfully for yourself|winter-court-keep-bounding-line-self]]
<</if>>
<<elseif $pc.feyCourt is "summer" or $pc.feyCourt is null>>
[[Give Titania the Bounding Line|winter-court-give-titania-bounding-line-2]] -or-<br/>
<<if $pc.feyCourt is "summer">>
[[Try and Fail to give Morana the Bounding Line|winter-court-try-fail-give-morana-bounding-line]] -or-<br/>
[[Keep the bounding line and choose to die|winter-court-keep-bounding-line-die]]
<<elseif $pc.feyCourt is null>>
[[Keep the bounding line successfully for yourself|winter-court-keep-bounding-line-self]]
<</if>>
<</if>>
<</prompt>><<narration>>
Titania's eyes narrow dangerously.
<</narration>>
<<speech>>
You lie, mortal. And if you would lie about Vespera, it means you have had audience with.
<</speech>>>>
<<narration>>
And she gasps in shock and rage!<br/>
[[Continue...|winter-court-reset-summer-score-1]]
<</narration>><<player-speech>>
Yes, Vespera sends her regards, my Lady.
<</player-speech>>
<<narration>>
Titania's eyes narrow suspiciously for a moment, but she recovers quickly. Taking your arm, she guides you gently on
a stroll around the mighty flower's face.
<</narration>>
<<speech>>
Well, $pc.name, you are a loose thread carrying a loose thread, but I rather like you. I think we could be friends,
and perhaps even help each other. Tell me, what do you know of the Bounding Line.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I know enough, Lady Titania.
<</player-speech>>
<<prompt>>
Houw would you like to respond to Titania's question?<br/>
[[Make an ally of her (or at least pretend to)|winter-court-persuasion-deception]] -or-<br/>
[[Gain leverage by intimidating her|winter-court-you-bristle-immediately]]
<</prompt>><<prompt>>
Are you intending to speak truly, and form an alliance with Titania, or lying and remaining loyal to Moranan?<br/>
Be careful! Your past actions migtht affect this result!<br/>
[[I am speaking truly - I wish to make Titania an ally|winter-court-have-thought-long-about-what-saw]] -or-<br/>
[[I am lying - I am loyal to Morana for the time being|winter-court-i-know-enough-lady-titania-i-3]]
<</prompt>><<narration>>
You have thought long about what you saw in Morana's kingdom, and you want no part of it. Titania seems a better
ally than her counterpart.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-have-thought-long-about-what-saw-result-check">>
<<include "OmniDiceRollCheck">><<if $pc.feyCourt is "winter">>
<<include "winter-court-failure-bound-winter">>
<<elseif>>
<<if _totalResult gte _dc>>
<<include "winter-court-i-know-enough-lady-titania-i">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-i-know-enough-lady-titania-i-2">>
<</if>>
<</if>><<player-speech>>
I know enough, Lady Titania. I know the Bounding Line gives me leverage, so I am seeking an ally. I brough Vespera to
you as a gift of goodwill - a gift for the Queen of Summer.<br/>
And now it is your turn to give a gift of goodwill in turn. I wish to return home. Do you have the means to do it?
<</player-speech>>
<<narration>>
<<link "Continue..." "winter-court-i-wish-return-home-reply-within">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<player-speech>>
I wish to return home, Is that within your power?
<</player-speech>>
<<narration>>
Titania nods, a look of motherly sympathy on her face. There is a short silence before she replies.
<</narration>>
<<speech>>
I can send you home. It is difficult, but I AM the Summer Queen. But I have a confession: A little suspicion lives in
me right now. Be a dear and tell me something, so I can put my heart at rest.<br/>
I know that you must've had a bit of a chat with silly little Morana. Tell me - what did she tell you? Did she make a
pretty speech about order and harmony and preservation?
<</speech>>
<<narration>>
[[Continue...|winter-court-did-she-make-say-some-flowery]]
<</narration>><<player-speech>>
She did.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
And Did she make you say some flowery words about peace and and troves and such things?
<</speech>>
<<narration>>
You can hear behind the casual tone, the seriousness of the question.
<</narration>>
<<prompt>>
How will you respond to Titania?<br/>
<<if $pc.feyCourt is "winter">>
[[Tell her the truth, you have taken an oath to Morana|winter-court-yes-i-have-spoken-oath-morana]] -or-<br/>
[[Lie about your oath to Morana|winter-court-choose-lie-titania]]
<<else>>
[[Tell her the truth, you are not bound to Morana|winter-court-she-tried-but-i-am-not]]
<</if>>
<</prompt>><<player-speech>>
Yes, I have spoken an oath to Morana.
<</player-speech>>
<<include "winter-court-reset-summer-score-1">><<player-speech>>
She tried, but I am not bound to Morana by any oath.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-she-tried-but-i-am-not-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-very-subtle-intake-breath-from-titania">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-titania-very-hard-read">>
<</if>><<narration>>
A very subtle intake of breath from Titania cues you that your lack of oath is VERY important to Titania, and
perhaps that remaining unbound by any oath might be a good idea, if you can manage it.<br/>
<</narration>>
<<include "winter-court-she-claps-her-hands-delight-oh">><<narration>>
She claps her hands in delight.
<</narration>>
<<speech>>
Oh wonderful! We can truly be the best of friends, for we have no secrets and none who can come between us! Let's you
and I promise to be best friends while you are here in our realm, $pc.name!!" Would you like that? I would like it
very much!
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[Swear the oath to Titania|winter-court-swear-oath-to-titania-2]] -or-<br/>
[[Refuse to swear the oath|winter-court-refuse-to-swear-oath-titania-2]]
<</prompt>><<narration>>
You think a moment, then reply.
<</narration>>
<<player-speech>>
If you swear to it, then I will as well.
<</player-speech>>
<<narration>>
She nods and claps delightedly, bouncing on her toes like an excited child.
<</narration>>
<<speech>>
Oh how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech>>
Hold this in your hand and repeat after me then!<br/>
By the moon, and by the shining sun,<br/>
by the sleeping one who dreams the dream<br/>
This oath I take until my waking's done<br/>
Against the summer I will make no scheme.
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
<<if $pc.feyCourt is "winter">>
[[Repeat the oath earnestly (even though you are feybound to Morana)|winter-court-repeat-oath-earnestly-even-though-bound-to-winter]] -or-<br/>
<<else>>
[[Repeat the oath earnestly|winter-court-repeat-titania-oath-earnestly-2]] -or-<br/>
<</if>>
[[Repeat the oath but withhold your true consent|winter-court-repeat-oath-but-withhold-true-consent-2]]
<</prompt>><<narration>>
You repeat the oath earnestly, following Titania's prompting.<br/>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.<br/>
<<link "Continue..." "winter-court-look-triumph-spreads-across-titania-s">>
<<run Ember.setFeyCourt($pc, "summer")>>
<<run Ember.updateCourtFavor($pc, "summer", 5)>>
<</link>>
<</narration>><<narration>>
A look of triumph spreads across Titania's face, before she throws her arms around you in an enthusiastic hug.
<</narration>>
<<speech>>
OH $pc.name, we are going to be the best of friends, and I promise I shall send you home. It's a difficult thing, but
it can be done!<br/>
Now, let me tell you how you might help me, and along the way we return you to your home.
<</speech>>
<<narration>>
[[Continue...|winter-court-i-have-little-scheme-i-ll]]
<</narration>><<speech>>
I have a little scheme, and I'll let you join me in it! I am sure that Morana told you that only she can show you
the 'Ways of the Bounding Line'. That is a silly lie. She has a little control, but she can't really do anything
while you're holding it. She revealed it to you, and 'gave' it to you, didn't she?
<</speech>>
<<narration>>
You nod.
<</narration>>
<<speech>>
I thought so. I'll tell you a little secret - I don't really control it either! There. Now you know the secret,
and we're really friends! Very good, now let me guess, the Mother sent you all the way here to bind me up like a
chicken, and tow me back to meet her at the Fete. Yes?
<</speech>>
<<narration>>
Again, you nod.
<</narration>>
<<player-speech>>
My rendezvous with Morana is at the Sybaris Fete.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Of course it is. If you're going to crown a queen, where better?
<</speech>>
<<narration>>
[[Continue...|winter-court-let-me-tell-what-i-think]]
<</narration>><<narration>>
You repeat the oath but withhold your true consent from it.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-repeat-oath-but-withhold-true-consent-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-look-triumph-spreads-across-titania-s">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-reset-summer-score-1">>
<</if>><<narration>>
You look at her coldly.
<</narration>>
<<player-speech>>
I do not trust you or your oaths, Titania. I know enough to see that swearing to anything here is fraught with danger.
I want no part of it.
<</player-speech>>
<<narration>>
Her lips pout, and she dawns a reproving look.
<</narration>>
<<speech>>
I do not understand you! There is no danger from me. I have told you, the creatures that call this home are as free as
can be, and do what they will when they will it!
<</speech>>
<<narration>>
She pauses, but you do not relent.<br/>
Eventually, she breaks the silence.
<</narration>>
<<speech>>
Fine then. Whether we are friends or no, what I want and what you want are on the same path to the same destination.
You wish to go home, and I wish to hold the Bounding Line.
<</speech>>
<<narration>>
[[Continue...|winter-court-well-here-then-i-ll-bigger]]
<</narration>><<speech>>
Well here then. I'll be the bigger queen, and maybe you'll see that I'm a very trustworth little flower. Did dear
Mother Morana tell you that only she could give you power over the Bounding Line? That it just had to be her, because
she's so very special and important?
<</speech>>
<<narration>>
You nod.
<</narration>>
<<speech>>
Yes! Yes, you see how she lies to take away your choices from you, while I tell you all my secrets? Silly old Morana
has the power to reveal it to you, but I can do that too, and I'm much nicer than she is! She also can't control it
while you hold it. She revealed it to you, and 'gave' it to you, didn't she?
<</speech>>
<<narration>>
You nod again.
<</narration>>
<<speech>>
She has told you only just enough to make you useful to her. I will tell you the whole truth, and all I ask is that
when the time come to choose between us, you remember how beautiful the Heart of Winter is, and how pretty and kind
I am!
<</speech>>
<<narration>>
And she laughs a silvery laugh.
<</narration>>
<<speech>>
To open a way to your world, both she and I have to be present, and the Bounding Line must be there too. One of us
must have the other all bound up with it before the door can open. That is the only way you can get home, poor thing!
<</speech>>
<<narration>>
[[Continue...|winter-court-enough-wasted-breath-what-plan-summer]]
<</narration>><<narration>>
Titania is very hard to read!
<</narration>>
<<include "winter-court-she-claps-her-hands-delight-oh">><<narration>>
You choose to lie to Titania.
<</narration>>
<<player-speech>>
She tried, but I am not bound to Morana by any oath.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-choose-lie-titania-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-she-claps-her-hands-delight-oh">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-reset-summer-score-1">>
<</if>><<player-speech>>
I know enough, Lady Titania. I know the Bounding Line gives me leverage, so I am seeking an ally. I brough--
<</player-speech>>
<<narration>>
But Titania's eyes narrow in anger, and your words trail off. You don't know what your said, but something has
made her deeply suspicious of you.
<</narration>>
<<include "winter-court-reset-summer-score-1">><<player-speech>>
I know enough, Lady Titania. I know the Bounding Line gives me leverage, so I am seeking an ally. I brough--
<</player-speech>>
<<narration>>
But even as you speak your intentions, your tongue freezes, and you head seems to split open with chilling pain. You
hear your own voice say.
<</narration>>
<<player-speech>>
By this pact I hold all winter's trove.
<</player-speech>>
<<include "winter-court-reset-summer-score-1">><<player-speech>>
I know enough, Lady Titania. I know the Bounding Line gives me leverage, so I am seeking an ally. I brough Vespera
to you as a gift of goodwill - a gift for the Queen of Summer.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-i-know-enough-lady-titania-i-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-add-one-summer-score">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-but-voice-warbles-on-lie-words">>
<</if>><<player-speech>>
"It is your turn to give a gift in turn. I wish to return home. Do you have the means to do it?
<</player-speech>>
<<narration>>
<<link "Continue..." "winter-court-i-wish-return-home-reply-within">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<narration>>
But your voice warbles on the lie, and your words fumble. Titania's eyes grow narrow and then wide with anger and
(you think perhaps) fear.
<</narration>>
<<include "winter-court-reset-summer-score-1">><<narration>>
You bristle immediately.
<</narration>>
<<player-speech>>
I know enough, Lady Titania. I know I can bind you as easily as I bound her. I know that you and Morana both wish to
use me for your own ends. And I know that I have my own purpose. I will make an alliance where my purpose runs parallel
with that of another, but I will not be used. Ever. Do not try me.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 16 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-you-bristle-immediately-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-add-one-summer-score-2">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-she-laughs-pats-arm-lovely-speech">>
<</if>><<narration>>
You feel through the arm Titania holds that she stiffens momentarily, before recovering. She laughs and pats your arm.
<</narration>>
<<speech>>
A lovely speech! Very threatening. But we are to be friends, remember? I will help you, and you will help me, and we
will grow a beautiful friendship!<br/>
Tell me, what do you want more than anything in the whole wide world. Tell me, and I will give it to you!
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-i-wish-return-home-reply-within">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<narration>>
She laughs and pats your arm.
<</narration>>
<<speech>>
A lovely speech! Very threatening. But we are to be friends, remember? I will help you, and you will help me, and
we will grow a beautiful friendship!
<</speech>>
<<narration>>
She titters into her hand, feeling the fear in you no doubt.
<</narration>>
<<speech>>
You are as skittish as a little rabbit, but you're no fool - this world is a dangerous place for rabbits. Doubly
for foolish ones. <br/>
It's alright little rabbit, I'm your friend! What do you want more than anything in the whole wide world?
<</speech>>
<<narration>>
She asks you in a patronizing manner<br/>
[[Continue...|winter-court-i-wish-return-home-reply-within]]
<</narration>><<player-speech>>
Vespera is dead by Mother Morana's hand.
<</player-speech>>
<<narration>>
You say bluntly.
<</narration>>
<<include "winter-court-reset-summer-score-1">><<narration>>
Titania laughs a patronizing laugh.
<</narration>>
<<speech>>
Oh dear little fool. If you're going to lie, at least be clever. Vespera is already here with me, and has told me
all about your little sojourn with Mother Winter.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-reset-summer-score-1">>
<<run Ember.updateCourtFavor($pc, "summer", -5)>>
<</link>>
<</narration>><<player-speech>>
Do not toy with me Titania. I know as well as you that she preceded me. I am sure she's poisoned your ear against me.
<</player-speech>>
<<narration>>
A momentary sour look crosses Titania's face.
<</narration>>
<<speech>>
You are so very blunt.
<</speech>>
<<narration>>
She says. She flicks her wrist and continues.
<</narration>>
<<speech>>
Very well, if you wish to hit things to prove yourself, why don't you have a try hitting Vespera? You are right, she
doesn't much like you. In fact I think she would love nothing better than to shorten your life considerably.
Vespera, dear?
<</speech>>
<<narration>>
And from nearby you see your nemesis approach.
<</narration>>
<<speech>>
Vespera: Yes, My Queen?<br/>
Titania: How would you like to solve a problem for me, dear? I need someone to hit this silly little mortal until
they are no longer a thorn in my side. Will you oblige?<br/>
Vespera: With pleasure, My Lady.
<</speech>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("vespera", "Vespera")]>>
<<set _combatVictory = "winter-court-withdraw-watch-final-blow-ends-vespera">>
<<set _combatDefeat = "winter-court-generic-you-died-message">>
<<set $combat = null>>
<<include "Combat">><<prompt>>
System Message: You Have Died. Thank you for playing Feybound Online<br/>
Extra geek points if you know this reference... (AO)
<</prompt>>
[[The End!|winter-court-let-story-now-ended]]<<run Ember.setVesperaDead($pc, true)>>
<<narration>>
You withdraw and watch as your final blow ends Vespera. She does not bleed or collapse. Instead the black smoke
that flows around her roils and shifts like a disturbed pit of snakes, as the form beneath disintegrates into ash.
<</narration>>
<<speech>>
My Lady! Will you not save me? I have served you faithfully!
<</speech>>
<<narration>>
Titania has not even risen from her throne during the combat. Now she inspects her nails indifferently as
she replies.
<</narration>>
<<speech>>
Dear Vespera, you do not understand me at all? All new and beautiful things are built on the death of what came
before. It is the way of the dream. Besides which, I've never liked you. Be a dear and don't make too much of a
mess while you're busy dying.
<</speech>>
<<narration>>
And by the time she's finished speaking, Verspera's form has disintegrated, and been dissipated by the summer breeze.
<</narration>>
<<speech>>
Well $pc.name, you managed to hit the bad guy good and hard! You should be so very proud.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-what-terrible-bother-she-was-i">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<speech>>
What a terrible bother, she was. I am not sad she is gone. But now to other matters! You must make yourself comfortable
amongst us! We are the best of hosts!
<</speech>>
<<narration>>
She seems shockingly indifferent to the manner of Vespera's death.
<</narration>>
<<player-speech>>
I cannot stay here Titania. I must return home to my world. I am seeking a way back. Do you know of one?
<</player-speech>>
<<narration>>
There is a pause before Titania responds to you.
<</narration>>
<<speech>>
Do you know, I do know a way! Perhaps we can be friends, and help each other. I have something that my heart dearly
desires as well here in the Feywild, and it is the key to your return home! So what you want and what I want are the
same! Oh we could truly be the best of friends, for we could share all our secrets and nothing could ever come between
us! Let's you and I promise to be best friends while you are here in our realm, $pc.name!! Would you like that? I
would like it very much!
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[Swear an oath with Titania|winter-court-swear-oath-to-titania]] -or-<br/>
[[Refuse to swear an oath|winter-court-refuse-to-swear-oath-titania]]
<</prompt>><<player-speech>>
I have walked many paths and seen countless sights, but the Heart of Summer surpasses all!
<</player-speech>>
<<narration>>
Titania giggles.
<</narration>>
<<speech>>
Oh you do know how to make a girl feel special! Yes my Heart of Summer is glorious indeed! Did you know that every
one of my beautiful friends here is an artist? Every single one makes something beautiful every day! And when not
creating, we enjoy the beautiful things around us! Is this not the most wonderful life imaginable?<br/>
One day the Sleeping One will return, and I will show her everything we have created, and she will love it so very
much! Perhaps if you are lucky you could be here too!<br/>
But I have another question for you about your travels.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-tell-me-i-used-have-dear">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<player-speech>>
I have seen many things in my travels across the Feywilds. The Sybaris Fete was a wonder, and your Heart of Summer
truly has its glories. But to my humble eyes, the most glorious sight was Morana's Heart of Winter. Truly the beauty
she preserves there is the most glorious sight in all the Fey Realms.
<</player-speech>>
<<narration>>
Titania's eyes narrow dangerously.
<</narration>>
<<speech>>
So you love dear Mother Morana's little ice kingdom, do you? Well it is to be expected I suppose. You are from a
different world, and couldn't possibly know what real beauty is.
<</speech>>
<<narration>>
She is clearly irritated.
<</narration>>
<<speech>>
Tell me, $pc.name, in the time you spent in the Winter Mother's company, did you happen to see a daughter of hers
wreathed in black mist? She is known as Sister Vespera.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-tell-me-i-used-have-dear">>
<<run Ember.updateCourtFavor($pc, "summer", -1)>>
<</link>>
<</narration>><<narration>>
There are no free gifts in the Feywild - you know this all too well. You pretend to eat the fruit, but hastily stow
it away when Titania glances away. You end up taking a small amount of damage due to extreme hunger.<br/>
<<link "Continue..." "winter-court-now-i-am-sure-have-delightful">>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
You have wandered too long in the wilds on your journey and become lost too many times. Your nerves are frayed, your
body broken, and you just want it to be over.<br/>
<<link "Continue..." "winter-court-bound-morana-know-about-bounding-line">>
<<run Ember.removeHighestInspiration($pc)>>
<<run Ember.removeHighestInspiration($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
The air warms considerably, and the bright florals of spring give way to the rich greens and yellows of Summer. You are
drawing near to the realm of Titania. If you are to catch Vespera before she arrives safely, you will need to do
so very soon.<br/>
This land is filled with jagged mountains that nonetheless teem with flora and small fauna. This high up, you are
above the clouds, making it appear as if these peaks float in a sea of mist. You lose considerable sweat walking
precarious ledges between steep spires, that separate vibrant calderas. Irridescent moss surrounds and draws life
from deep crystal clear pools in which impossibly long strands of water plants flow and dance hypnotically. It is
breathtaking. <br/>
You have newfound confidence, having tracked your foe this far. You watch the stones and the mosses for signs, and
listen to the wind for hints of her movements.
<</narration>>
<<set _diceRollCheck_header = "Make a Survival (Wisdom) Check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 13 - Ember.getSurvivalScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-air-warms-considerably-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.adjustSurvivalScore($pc, 2)>>
<</if>>
<<if Ember.getSurvivalScore($pc) gte 4>>
<<goto "winter-court-by-some-combination-sharp-eyes-sheer">>
<<else>>
<<goto "winter-court-try-might-can-find-no-sign">>
<</if>><<narration>>
By some combination of sharp eyes and sheer luck, you come upon Sister Vespera as she has made camp to rest before
the final leg of her journey. The black vapor that pours down her white nebulous form is thin and wispy, suggesting
to you that the journey here has not been easy for either of you.<br/>
With every ounce of caution you can muster, you reach into your pocket and retrieve the Bounding Line from within,
feeling the familiar soft tug of resistance from the trailing end. You advance with slow careful steps.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Stealth">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-by-some-combination-sharp-eyes-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-quieter-than-fox-grass-before-long">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-make-every-effort-silence-steps-but">>
<</if>><<narration>>
You are quieter than a fox in the grass, and before long you are nearly close enough to touch her back. With a final
leap, you throw a loop of the Bounding Line over your quarry!<br/>
Golden threads manifest and multiply, spreading out in the blink of an eye, binding Vespera tightly until she can
move no more.<br/>
She turns her face to you, and though she has no eyes you can see, you can sense the vitriol emanating from her in
waves. Looking down on her, you find that a well of anger that has long bubbled now threatens to boil over: anger
at the helplessness you've felt since coming here. Anger at being treated as a pawn in other's schemes. For the
first time, you have some modicum of control over your circumstances, and the fear which has ruled you for so long
is consumed in a wave of fury you did not anticipate.
<</narration>>
<<speech>>
You flesh-bound may-fly! Free me! You will not stop me when I am so close to--
<</speech>>
<<narration>>
You interrupt her blustering.
<</narration>>
<<player-speech>>
YOU WILL BE SILENT AND YOU WILL LISTEN! I have been the plaything of too many. I am not yours. I have bound you and
the power is mine to release you, so you will listen and obey. Do you understand?
<</player-speech>>
<<narration>>
And you are surprised to see her nod. The smoke that flows off her ripples in fear.
<</narration>>
<<player-speech>>
I do not care whether you live or die. I have my own purposes. If you do not cross me, I will release you in my own
time. If you do not, I will choose whichever fate satisfies me most for you - death, or return to Mother Morana.
It makes little difference to me. Do you understand?
<</player-speech>>
<<narration>>
She nods slowly.
<</narration>>
<<player-speech>>
Then get up. I need an audience with the Queen of Summer, and you are going to help me obtain it.
<</player-speech>>
<<narration>>
<<link "Continue..." "winter-court-bound-morana-know-about-bounding-line-2">>
<<run Ember.updateCourtFavor($pc, "summer", 3)>>
<</link>>
<</narration>><<narration>>
You continue dawnward, Vespera in tow, and in short order, you descend through the clouds and see a city stretched
before you. <br/>
You are certain it's a city, but it is unlike any city you have seen or imagined. It is, for lack of better words,
gloriously disordered. Trees and vines that are also houses and halls flow and stack in and upon one another upward
and outward and around and through. Living grows from dying. Vibrant color crowds upon itself. Life and motion
overflows in every corner. You are overwhelmed and dazzled by it.<br/>
When you have interpolated this scene, and your awe dissipates to some degree, you descend into this mad garden to
find its ruler - Lady Titania.<br/>
[[Continue...|winter-court-expect-some-measure-resistance-challenge-approach-2]]
<</narration>><<narration>>
You expect some measure of resistance or challenge as you approach, but no challenge comes. Instead, as you enter the
riotous scene, great fronds dip to welcome you, inviting passage in a hundred directions. Branches bow to you.
Flowers wave. And the denizens watch you with a range of curious expressions. Some boldly approach you, touching,
sniffing, licking sometimes, or just watching. Some zip back and forth in tumblesome unending play. There is no threat
here. It strikes you, in fact, as naively joyful. You could with ease catch or destroy anything you see. It is not
until you have walked a while in this paradise of growth and vibrancy that you realize you have unwilttingly been
lulled into a sense of security and superiority by the absence of aggression. You realize curiosity and playfulness
are themselves disarming weapons.<br/>
You nearly forget through this bizarre assault on your senses that you have a captive in tow. Vespera's black flowing
smoky form is a contrast, but fits here in its juxtaposition. Her nebulous white form and ever-flowing black mist have
the same flavor of eternal mutability to them. Interesting.<br/>
[[Continue...|winter-court-worry-traverse-tangled-way-will-become-2]]
<</narration>><<narration>>
You worry as you traverse your tangled way that you will become lost, and before long begin asking the various denizens
how you might find Titania. You discover that most are non-sentient or sub-sentient, and merely flit or lumber away
according to their nature. Some appear intelligent but speak no tongue you can understand. Some make no sound at all,
though their intelligence is obvious in their work and interactions with others. It is a strange harmony.<br/>
Finally, though, one tall ponderous creature that appears more plant than person bows its impossibly tall leafy body
to you, and listens to your request.
<</narration>>
<<player-speech>>
Where can I find the court of the Lady Titania.
<</player-speech>>
<<narration>>
A pause ensues, while the creature looks at you with dark eyes. For a moment you think it has not understood you. Then
it speaks, or makes noise that sounds like speech. You can discern no mouth from which these sounds come.<br/>
The creature hums and harmonizes.
<</narration>>
<<speech>>
Branches of you ask always. The way forward is your thoughts. The garden hears. To your place of longing it will
take you. Direction is in the thinking. Want and it shall be.
<</speech>>
<<narration>>
Vespera smirks behind you.
<</narration>>
<<speech>>
I could have told you that, you shortsighted fleshbag.
<</speech>>
<<narration>>
You gather from this cryptic communication that lefts and rights are less relevant than intenions here, so you think
about your desire for audience with the Lady, and to your surprise a great frond from an impossibly large flower bends
and proffers itself at your feet. You thank the plant-creature, who regards you unblinkingly, then turns in its
ponderous way and moves off upon its business.<br/>
[[Continue...|winter-court-step-from-leaf-branch-stem-with-2]]
<</narration>><<narration>>
You step from leaf to branch to stem with your prisoner, and eventually do indeed find yourself coming to a clearing.
You soon realize that the clearing is actually an unfathomably large flower bud, opened full wide to the bright sun
shining above. Creatures that blur the line between flora and fauna mill and move about on its petals. Oaken nymphs
and elven flowers watch from luminous eyes, and bizarre insctoids hover and flit on and above you constantly.<br/>
At center of the massive bloom, a throne of sorts is woven of the great flower's style and filament. The anthers
form a graceful hanging canopy that showers a constant gentle rain of golden shimmering pollen down upon you.
(And to answer your question, no there are no allergies in this particular world. You need not roll for hay fever.)<br/>
On this throne sits she who is undoubtedly the Lady Titania. She is tall and slender, clothed in living branch and
leaf, that move and shuffle with a gentle murmur. A great living butterfly flutters on her bodice. Her red-gold hair
flows down her shoulders, and she wears a crown of fern, frond, and flower that has a gentle life of its own. In her
hand she holds a straight staff, topped with a luminous pink florette. She moves slowly but constantly, not from
restlessness but with constant life.<br/>
When she sees you and your prisoner she calls out. Her voice is high, round, and lush. Words fall from her slow
tongue like nectar.
<</narration>>
<<speech>>
Welcome to the Heart of Summer, you poor little thing! The wind has blown you far and away and I feel your weariness
and thirst! Come and rest!
<</speech>>
<<narration>>
[[Continue...|winter-court-seat-delicate-petal-stem-weaves-itself-2]]
<</narration>><<narration>>
A seat of delicate petal and stem weaves itself out of the flower beneath you, which is soft as down when you sit on it.
<</narration>>
<<speech>>
And you have brought me a gift! What a generous heart you are! Paint me with all the colors of delight!
<</speech>>
<<narration>>
She turns to Vespera, who is still, but whose smoky tendrils roil with what you are sure is fear.
<</narration>>
<<speech>>
Yes, a gift you are, winter sapling! How we have missed you!
<</speech>>
<<narration>>
You cannot tell if her saccharine comments are heartfelt or cover malice.
<</narration>>
<<speech>>
Did your time in the cold of winter refresh your longing for the delights of summer?<br/>
I have returned, Lady Titania, as you have asked.
<</speech>>
<<narration>>
Vespera says in monotone.
<</narration>>
<<speech>>
Though not in the manner you would hope, I see!
<</speech>>
<<narration>>
And Titania laughs a high simpering laugh.
<</narration>>
<<speech>>
Tell me, why have you allowed this little sapling to bind you up so?
<</speech>>
<<narration>>
Vespera says with obvious irritation.
<</narration>>
<<speech>>
Luck. They have exposed me to Mother Morana, and caught me as I returned to you.
<</speech>>
<<narration>>
A look of surprise and gentle sorrow crosses the Summer Queen's face.
<</narration>>
<<speech>>
My my! A sad and sorry tale of tears is yours! Is your delightful captor then an agent of the
endarkened little mother?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I will speak for my own allegiance
<</player-speech>>
<<narration>>
You interrupt.<br/>
Vespera turns her featureless face to you in irritation.
<</narration>>
<<speech>>
He is in her pocket, and he wields the Bounding Line! You should kill him without a moment's hesitation!
<</speech>>
<<narration>>
Titania pushes out her lower lip in a reproving pout.
<</narration>>
<<speech>>
Oh now, that is not at all how we treat our guests! Silly winter-daughter! You were always full of haste and
anger!
<</speech>>
<<narration>>
She turns to you with a mock-serious face.
<</narration>>
<<speech>>
Well, what should I do with this gift you've given me! I don't think she much enjoys your company.
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[Let her live|winter-court-look-vespera-while-she-has-caused]] -or-<br/>
[[Kill her - she is a loose end that needs cutting|winter-court-kill-her-she-loose-end-needs]] -or-<br/>
[[I don't care. Do with her what you will.|winter-court-i-don-t-care-do-with]]
<</prompt>><<narration>>
You look at Vespera - while she has caused you a great deal of heartache, you can sympathize with her motives.
The desire to detach from the iron strictures of winter's vision for the Fey Realm is entirely understandable.
<</narration>>
<<player-speech>>
Let her live. She desired only freedom from bounds she found intolerable. Her death will help neither of us, and
she might even be useful to you yet.
<</player-speech>>
<<narration>>
Titania and Vespera both look at you with surprise. Titania speaks first.
<</narration>>
<<speech>>
Mercy! What a lovely thing this is! Silly, but lovely. Did you hear, winter-daughter? This mortal would have me spare
your life! Isn't that wonderful?<br/>
It is.unexpected.
<</speech>>
<<narration>>
Vespera responds. She is silent for a moment, then addresses Titania.
<</narration>>
<<speech>>
What will you do with me? Will you take this meddler's advice?
<</speech>>
<<narration>>
Titania laughs.
<</narration>>
<<speech>>
You have such a winsome way about you! Yes, you may go. Thank the human on the way out, and make sure you never
appear in my realm again, or I will definitely kill you.
<</speech>>
<<narration>>
And she giggles.<br/>
You draw the gold thread back, and it springs away from Vespera into your hand. She pauses, as if all of this is
entirely incomprehensible to her. Then she turns to you.
<</narration>>
<<speech>>
Thank you
<</speech>>
<<narration>>
She says haltingly. And she turns without another word and soon disappears into the maze of foliage that makes up
the Summer city-garden.<br/>
After a brief pause, Titania resumes the conversation.
<</narration>>
<<speech>>
Well, that's settled then. Now let's talk about that little thread you're dragging all over the place.
<</speech>>
<<narration>>
[[Continue...|winter-court-titania-guides-gently-on-stroll-around]]
<</narration>><<narration>>
Titania guides you gently on a stroll around the mighty flower's face, arm in arm.
<</narration>>
<<speech>>
You will have to forgive my manners. I don't even know your name, mortal!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Well, $pc.name, you are a loose thread carrying a loose thread, but I rather like you. I think we could be friends,
and perhaps even help each other. Tell me, what do you know of that line you fished up little Vespera with.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I know enough, Lady Titania.
<</player-speech>>
<<prompt>>
How would you like to respond to Titania's question?<br/>
[[Make an ally of her (or at least pretend to)|winter-court-persuasion-deception]] -or-<br/>
[[Gain leverage by intimidating her|winter-court-you-bristle-immediately]]
<</prompt>><<player-speech>>
Kill her. She has been nothing but a thorn in my side, and a traitor once is a traitor forever. You can't trust
her, and neither can I.
<</player-speech>>
<<narration>>
Vespera starts, and her whisping smoke roils further.
<</narration>>
<<speech>>
No! I have been loyal to you, Summer Queen! You would not kill me for returning to you would you?
<</speech>>
<<narration>>
Titania rests her chin on her fingers and looks at her with a coquettish smirk.
<</narration>>
<<speech>>
Loyalty is a winter-minded thought, misty-miss. We're far less bound by such silliness in the summer sun.
<</speech>>
<<narration>>
She turns to you and says.
<</narration>>
<<speech>>
Do me a favor, mortal. Release her from your lovely little gold string and I will deal with her.
<</speech>>
<<narration>>
You oblige, as Titania stands and approaches Vespera. She faces her with a little smile on her beautiful face.
<</narration>>
<<speech>>
When you are done growing, you are pruned. Everyone has their day in the sun.
<</speech>>
<<narration>>
And she flicks her wrist casually in the direction of the petals upon which Vespera stands. The petals beneath her
open in a heartbeat, like a great maw. She falls with a scream, and you catch a glimpse and a passing scent of putrid
rot, and a slow-moving sludge of decay and death beneath. For a mere moment, a chorus of moans echo out from this
dungeon of rot, before it closes, and the illusion of growth is restored. You school your features to impassivity
quickly, to cover your horror. Titania doesn't seem to have noticed.<br/>
Instead she turns, takes your arm in hers, and begins to stroll aimlessly.
<</narration>>
<<speech>>
Well, that's settled then. Now let's talk about that little thread you're dragging all over the place.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-titania-guides-gently-on-stroll-around">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>>
[[21a|winter-court-titania-guides-gently-on-stroll-around]]<<player-speech>>
I don't care what you do with her. She has no use to me. If she has one for you she is yours to do with as you will.
<</player-speech>>
<<narration>>
You reply. And with that you draw the gold thread back, and it springs away from Vespera into your hand.<br/>
Titania giggles.
<</narration>>
<<speech>>
A gift with no strings! Delightful!
<</speech>>
<<narration>>
And she flicks her wrist casually in the direction of the petals upon which Vespera stands. The petals beneath her
open in a heartbeat, like a great maw. She falls with a scream, clawing and grasping at the flower's edges.
<</narration>>
<<speech>>
No! I have been loyal to you, Summer Queen! You would not kill me for returning to you would you?
<</speech>>
<<narration>>
Vespera screams desperately.<br/>
Titania rests her chin on her fingers and looks at her with a coquettish smirk.
<</narration>>
<<speech>>
Loyalty is a winter-minded thought, misty-miss. We're far less bound by such silliness in the summer sun.
<</speech>>
<<narration>>
And with that the petals instinctively shake off the grasping Vespera and she disappears. You catch a glimpse and a
passing scent of putrid rot, and a slow-moving sludge of decay and death beneath. For a mere moment, a chorus of moans
echo out from this dungeon of rot before it closes, and the illusion of growth is restored. You school your features
to impassivity quickly, to cover your horror. Titania doesn't seem to have noticed.<br/>
She turns, takes your arm in hers, and begins to stroll aimlessly.
<</narration>>
<<speech>>
Well, that's settled then. Now let's talk about that little thread you're dragging all over the place.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-titania-guides-gently-on-stroll-around">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>>
[[21a|winter-court-titania-guides-gently-on-stroll-around]]<<narration>>
You make every effort to silence your steps, but the slightest shifting of stone or stick causes Sister Vespera to turn
suddenly, and then flee, trailing runnels of black smoke in her wake. Before you can even think to respond, she
is gone. <br/>
You attempt pursuit, but she is quicker than you, and before long she has disappeared into the distance. You make
camp where you are, and contemplate this latest failure. Vespera will, no doubt, escape to the safety of the Summer
Court, and warn Titania of your coming. Your quest to return home just became much more difficult.<br/>
| <<link "Continue..." "winter-court-bound-morana-know-about-bounding-line">>
<<run Ember.updateCourtFavor($pc, "summer", -2)>>
<<run Ember.setVesperaDead($pc, false)>>
<</link>>
<</narration>><<narration>>
Try as you might, you can find no sign of your slippery prey. The wind whistles and moans, but gives you no hints.
The rocks and mosses are silent about her passage. The mountaintops are cold and indifferent to your plight.<br/>
You settle down to a miserable sleep after an exhausting day's search. Sister Vespera has, no doubt, escaped to
the safety of the Summer Court, and warned Titania of your coming. Your quest to return home just became much more
difficult.<br/>
<<link "Continue..." "winter-court-bound-morana-know-about-bounding-line">>
<<run Ember.updateCourtFavor($pc, "summer", -2)>>
<<run Ember.setVesperaDead($pc, false)>>
<</link>>
<</narration>><<narration>>
You continue dawnward, Vespera at your side, and in short order, you crest a hillside and see a city stretched
before you.<br/>
You are certain it's a city, but it is unlike any city you have seen or imagined. It is, for lack of better words,
gloriously disordered. Trees and vines that are also houses and halls flow and stack in and upon one another upward
and outward and around and through. Living grows from dying. Vibrant color crowds upon itself. Life and motion
overflows in every corner. You are overwhelmed and dazzled by it.<br/>
When you have interpolated this scene, and your awe dissipates to some degree, you descend into this mad garden to
find its ruler - Lady Titania.<br/>
[[Continue...|winter-court-expect-some-measure-resistance-challenge-approach-3]]
<</narration>><<narration>>
You expect some measure of resistance or challenge as you approach, but no challenge comes. Instead, as you enter
the riotous scene, great fronds dip to welcome you, inviting passage in a hundred directions. Branches bow to you.
Flowers wave. And the denizens watch you with a range of curious expressions. Some boldly approach you, touching,
sniffing, licking sometimes, or just watching. Some zip back and forth in tumblesome unending play. There is no threat
here. It strikes you, in fact, as naively joyful. You could with ease catch or destroy anything you see. It is not
until you have walked a while in this paradise of growth and vibrancy that you realize you have unwilttingly been
lulled into a sense of security and superiority by the absence of aggression. You realize curiosity and playfulness
are themselves disarming weapons.<br/>
You nearly forget through this bizarre assault on your senses that you have a companion who is no stranger here.
Vespera's black flowing smoky form is a contrast, but fits here in its juxtaposition. Her nebulous white form and
ever-flowing black mist have the same flavor of eternal mutability to them. Interesting.<br/>
[[Continue...|winter-court-step-from-leaf-branch-stem-with-3]]
<</narration>><<narration>>
You step from leaf to branch to stem with your temporary ally, and eventually do indeed find yourself coming to a
clearing. You soon realize that the clearing is actually an unfathomably large flower bud, opened full wide to the
bright sun shining above. Creatures that blur the line between flora and fauna mill and move about on its petals.
Oaken nymphs and elven flowers watch from luminous eyes, and bizarre insctoids hover and flit on and above you
constantly. <br/>
At center of the massive bloom, a throne of sorts is woven of the great flower's style and filament. The anthers
form a graceful hanging canopy that showers a constant gentle rain of golden shimmering pollen down upon you.<br/>
(And to answer your question, no there are no allergies in this particular world. You need not roll for hay fever.)<br/>
On this throne sits she who is undoubtedly the Lady Titania. She is tall and slender, clothed in living branch and
leaf, that move and shuffle with a gentle murmur. A great living butterfly flutters on her bodice. Her red-gold hair
flows down her shoulders, and she wears a crown of fern, frond, and flower that has a gentle life of its own. In her
hand she holds a straight staff, topped with a luminous pink florette. She moves slowly but constantly, not from
restlessness but with constant life.<br/>
When she sees you and Vespera approaching she calls out. Her voice is high, round, and lush. Words fall from her
slow tongue like nectar.
<</narration>>
<<speech>>
Welcome to the Heart of Summer, you poor little things! The wind has blown you far and away and I feel your weariness
and thirst! Come and rest!
<</speech>>
<<narration>>
[[Continue...|winter-court-seat-delicate-petal-stem-weaves-itself-3]]
<</narration>><<narration>>
A seat of delicate petal and stem weaves itself out of the flower beneath you, which is soft as down when you sit
on it.
<</narration>>
<<speech>>
And you have brought me a long-lost gift! What a generous heart you are! Paint me with all the colors of delight!
<</speech>>
<<narration>>
She turns to Vespera, who is still, but whose smoky tendrils roil with what you are sure is fear.
<</narration>>
<<speech>>
Yes, a gift you are, winter daughter! How we have missed you!
<</speech>>
<<narration>>
You cannot tell if her saccharine comments are heartfelt or cover malice.
<</narration>>
<<speech>>
Did your time in the cold of winter refresh your longing for the delights of summer?<br/>
I have returned, Lady Titania, as you have asked.
<</speech>>
<<narration>>
Vespera says in monotone.
<</narration>>
<<speech>>
Though not in the manner you would hope, I see!
<</speech>>
<<narration>>
And Titania laughs a high simpering laugh.
<</narration>>
<<speech>>
Tell me, why do you keep company with this strange little mortal?
<</speech>>
<<narration>>
Vespera says with obvious irritation.
<</narration>>
<<speech>>
Misfortune. They have exposed me to Mother Morana, and I thought they might be useful to you.
<</speech>>
<<narration>>
Titania puts on a look of mock sympathy.
<</narration>>
<<speech>>
My my! A sad and sorry tale of tears is yours! Are they then an agent of the endarkened little mother?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I will speak for my own allegiance.
<</player-speech>>
<<narration>>
Vespera turns her featureless face to you in irritation.
<</narration>>
<<speech>>
He is in her pocket, and he wields the Bounding Line! If you think him useful, use him. If not, you should kill him
without a moment's hesitation!
<</speech>>
<<narration>>
Titania pushes out her lower lip in a reproving pout.
<</narration>>
<<speech>>
Oh now, that is not at all how we treat our guests! Silly winter-daughter! You were always full of haste and anger!
<</speech>>
<<narration>>
She turns to you with a mock-serious face.
<</narration>>
<<speech>>
Well, what do you think I should do with your foggy companion? I don't think she much enjoys your company.
<</speech>>
<<prompt>>
How will you respond to Titania's question?<br/>
[[Let her live|winter-court-vespera-splutters-outrage-but-titania-ignores]] -or-<br/>
[[Kill her - she is a loose end that needs cutting|winter-court-kill-her-she-loose-end-needs-2]] -or-<br/>
[[I don't care. Do with her what you will.|winter-court-i-don-t-care-do-with-2]]
<</prompt>><<narration>>
Vespera splutters in outrage, but Titania ignores her, watching your face closely.
<</narration>>
<<speech>>
Well, mortal? What do you think I should do with this smoky little traitor?
<</speech>>
<<narration>>
You look at Vespera - while she has caused you a great deal of heartache, you can sympathize with her motives. The
desire to detach from the iron strictures of winter's vision for the Fey Realm is entirely understandable.
<</narration>>
<<player-speech>>
Let her live. She desired only freedom from bounds she found intolerable. Her death will help neither of us, and
she might even be useful to you yet.
<</player-speech>>
<<narration>>
Titania looks at you with surprise.
<</narration>>
<<speech>>
Titania: Mercy! What a lovely thing this is! Silly, but lovely. Did you hear, winter-daughter? This mortal would have me spare
your life! Isn't that wonderful?<br/>
Vespera: They have no claim on my life! I have served you well! Why do you give them power over me?
<</speech>>
<<narration>>
Titania laughs.
<</narration>>
<<speech>>
You have such a winsome way about you, little winter-daughter! The simple answer is I do not trust you! You betrayed
your dear mother. What is to stop you from betraying me? Once a traitor, always a traitor!<br/>
But I like this human you've brought me, so I think theirs is the final word! You may go. Thank the human on the way
out, and make sure you never appear in my realm again, or I will definitely kill you.
<</speech>>
<<narration>>
And she giggles.<br/>
Vespera spits a vile curse at you, then turns without another word and soon disappears into the maze of foliage that
makes up the Summer city-garden.<br/>
After a brief pause, Titania resumes the conversation.
<</narration>>
<<speech>>
Well, that's settled then. Now let's talk about that little thread you're dragging all over the place.
<</speech>>
<<narration>>
[[Continue...|winter-court-titania-guides-gently-on-stroll-around]]
<</narration>><<narration>>
Vespera splutters in outrage, but Titania ignores her, watching your face closely.
<</narration>>
<<speech>>
Well, mortal? What do you think I should do with this smoky little traitor?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Kill her. She has been nothing but a thorn in my side, and a traitor once is a traitor forever. You can't trust her,
and neither can I.
<</player-speech>>
<<narration>>
Vespera starts, and her whisping smoke roils further.
<</narration>>
<<speech>>
No! I have been loyal to you, Summer Queen! You would not kill me for returning to you would you?
<</speech>>
<<narration>>
Titania rests her chin on her fingers and looks at her with a coquettish smirk.
<</narration>>
<<speech>>
Loyalty is a winter-minded thought, misty-miss. We're far less bound by such silliness in the summer sun. Here, when
you are done growing, you are pruned. Everyone has their day in the sun.
<</speech>>
<<narration>>
And she flicks her wrist casually in the direction of the petals upon which Vespera stands. The petals beneath her
open in a heartbeat, like a great maw. She falls with a scream, and you catch a glimpse and a passing scent of putrid
rot, and a slow-moving sludge of decay and death beneath. For a mere moment, a chorus of moans echo out from this
dungeon of rot, before it closes, and the illusion of growth is restored. You school your features to impassivity
quickly, to cover your horror. Titania doesn't seem to have noticed.<br/>
Instead she turns, takes your arm in hers, and begins to stroll aimlessly.
<</narration>>
<<speech>>
Well, that's settled then. Now let's talk about that little thread you're dragging all over the place.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-titania-guides-gently-on-stroll-around">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<narration>>
Vespera splutters in outrage, but Titania ignores her, watching your face closely.
<</narration>>
<<speech>>
Well, mortal? What do you think I should do with this smoky little traitor?
<</speech>>
<<player-speech>>
I don't care what you do with her. She has no use to me. If she has one for you she is yours to do with as you will.
<</player-speech>>
<<narration>>
Titania giggles.
<</narration>>
<<speech>>
A gift with no strings! Delightful!
<</speech>>
<<narration>>
And she flicks her wrist casually in the direction of the petals upon which Vespera stands. The petals beneath her open
in a heartbeat, like a great maw. She falls with a scream, clawing and grasping at the flower's edges.
<</narration>>
<<speech>>
No! I have been loyal to you, Summer Queen! You would not kill me for returning to you would you?
<</speech>>
<<narration>>
Vespera screams desperately.<br/>
Titania rests her chin on her fingers and looks at her with a coquettish smirk.
<</narration>>
<<speech>>
Loyalty is a winter-minded thought, misty-miss. We're far less bound by such silliness in the summer sun.
<</speech>>
<<narration>>
And with that the petals instinctively shake off the grasping Vespera and she disappears. You catch a glimpse and a
passing scent of putrid rot, and a slow-moving sludge of decay and death beneath. For a mere moment, a chorus of
moans echo out from this dungeon of rot before it closes, and the illusion of growth is restored. You school your
features to impassivity quickly, to cover your horror. Titania doesn't seem to have noticed.<br/>
She turns, takes your arm in hers, and begins to stroll aimlessly.
<</narration>>
<<speech>>
Well, that's settled then. Now let's talk about that little thread you're dragging all over the place.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-titania-guides-gently-on-stroll-around">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>>
<</narration>><<narration>>
You flee as fast as you're able through the wilds of the Fey Realm, all thought of stealth abandoned. But even as
you run, lungs burning, breath ragged, the howls and cries grow closer, and your strength wanes.<br/>
You shout to Vespera, who flies ahead of you.
<</narration>>
<<player-speech>>
Stop! They are going to catch us! We need to turn and face them!
<</player-speech>>
<<narration>>
Vespera doesn't even turn as she calls back.
<</narration>>
<<speech>>
You don't understand, flea. I need not outrun the hounds. I need only outrun you!
<</speech>>
<<narration>>
Your heart sinks. You see a flash of fast-moving grey-white running parallel to you in the irridescent grasses.
The Hounds of Winter are upon you!<br/>
You crest a rise, and draw your <<print Ember.getItem($pc.weapon).name>>. If you are to die, it will be on your terms!
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [
Ember.getCreatureByType("hoarfrost_hound", "Hound of Winter 1"),
Ember.getCreatureByType("hoarfrost_hound", "Hound of Winter 2"),
Ember.getCreatureByType("hoarfrost_hound", "Hound of Winter 3"),
Ember.getCreatureByType("hoarfrost_hound", "Hound of Winter 4"),
]>>
<<set _combatVictory = "winter-court-final-hound-falls-dead-feet-collapse">>
<<set _combatDefeat = "winter-court-generic-you-died-message">>
<<set $combat = null>>
<<include "Combat">><<narration>>
The final hound falls dead at your feet, and you collapse for a moment, breathing hard. You are alive - somehow.<br/>
But Vespera has undoubtedly abandoned you and made her way to Titania. Your path to an audience with Titania, and
therefore to home, just got a lot more complicated.<br/>
<<link "Continue..." "winter-court-bound-morana-know-about-bounding-line">>
<<run Ember.updateCourtFavor($pc, "summer", -2)>>
<<run Ember.setVesperaDead($pc, false)>>
<</link>>
<</narration>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line]]<<narration>>
You realize after only a little contemplation that you haven't the slightest clue which is edible and which isn't,
so you do what any brave andventurer does, and leave it in the hands of fate.<br/>
This is a stupid thing to do, which is why adventurers die so often.<br/>
You select at random and eat. You have chosen poorly.<br/>
The remainder of the day and night is spent in waiting for your innards to cease their attempts to escape. You were
unaware that you contained that much liquid, or that it could smell that putrid.<br/>
By morning, you are (mostly) done, and continue on your way, considerably weakened, and with a renewed conviction
that there's something to be said for not having adventures.
<</narration>>
<<prompt>>
You took 1d4 demage for Explosive.... well, you get the point.<br/>
<</prompt>>
<<narration>>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<<run UI.update()>>
<<if Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-with")>>
<<if Ember.getSurvivalScore($pc) gte 4>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line]]
<<else>>
[[Continue...|winter-court-have-wandered-too-long-wilds-on]]
<</if>>
<<elseif Ember.hasVisitedLocation($pc, "winter-court-race-from-winter-court-out-from")>>
[[Continue...|winter-court-air-warms-considerably-bright-florals-spring]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-into")>>
<<if Ember.getSurvivalScore($pc) gte 4>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line-3]]
<<else>>
[[Continue...|winter-court-flee-fast-re-able-through-wilds]]
<</if>>
<</if>>
<</narration>><<narration>>
Quite a few nearby trees have fruit, and between them there are four or five different kinds, each with a different
shape and smell. But which to try?
<</narration>>
<<set _diceRollCheck_header = "Make a Nature (Wisdom) skill check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 10 - Ember.getSurvivalScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-investigate-the-fruits-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.adjustHp($pc, Ember.rollD8())>>
<<run UI.update()>>
<<include "winter-court-examine-the-berries-success-2">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-examine-the-berries-failure">>
<</if>><<narration>>
You've been here long enough, and seen enough to make some tenuous connections. You seem to remember those fruits
being sold raw at some stall you saw in passing at the Sybaris Fete, so many ages ago.<br/>
You've eaten stranger foods before with even less evidence to go on, so you dive in.<br/>
And your bravery is rewarded! The fruit you try is juicy, heavenly sweet, and surprisingly filling! You eat your fill,
and take as much as you can comfortably carry for the journey ahead!<br/>
<<if Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-with")>>
<<if Ember.getSurvivalScore($pc) gte 4>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line]]
<<else>>
[[Continue...|winter-court-have-wandered-too-long-wilds-on]]
<</if>>
<<elseif Ember.hasVisitedLocation($pc, "winter-court-race-from-winter-court-out-from")>>
[[Continue...|winter-court-air-warms-considerably-bright-florals-spring]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-into")>>
<<if Ember.getSurvivalScore($pc) gte 4>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line-3]]
<<else>>
[[Continue...|winter-court-flee-fast-re-able-through-wilds]]
<</if>>
<</if>>
<</narration>><<narration>>
You rub your hand along numerous leaves of different kinds. The smell from each is different, and all are intoxicating!
But which is poison, and which is nourishment?
<</narration>>
<<set _diceRollCheck_header = "Make a Nature (Wisdom) skill check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 8 - Ember.getSurvivalScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-inspect-herbs-foliage-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.adjustHp($pc, Ember.rollD6())>>
<<run UI.update()>>
<<include "winter-court-examine-the-berries-success-3">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-examine-the-berries-failure">>
<</if>><<narration>>
You've been here long enough, and seen enough to make some tenuous connections. You seem to remember those leaves
being used as a garnish at some stall you saw in passing at the Sybaris Fete, so many ages ago.<br/>
You've eaten stranger foods before with even less evidence to go on, so you dive in.<br/>
And your bravery is reqarded! The leaves you've chosen are surprisingly fresh and hearty! You eat your fill, and
take as much as you can comfortably carry for the journey ahead!<br/>
<<if Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-with")>>
<<if Ember.getSurvivalScore($pc) gte 4>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line]]
<<else>>
[[Continue...|winter-court-have-wandered-too-long-wilds-on]]
<</if>>
<<elseif Ember.hasVisitedLocation($pc, "winter-court-race-from-winter-court-out-from")>>
[[Continue...|winter-court-air-warms-considerably-bright-florals-spring]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-into")>>
<<if Ember.getSurvivalScore($pc) gte 4>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line-3]]
<<else>>
[[Continue...|winter-court-flee-fast-re-able-through-wilds]]
<</if>>
<</if>>
<</narration>><<narration>>
You wander amongst hillocks, looking for the normal tracking marks on the ground that my hint at someone's recent
passage, but the marshes are too wet and spongy. footfalls are filled with water and mud nearly the moment they
are trod.<br/>
You are forced to camp finally, bitten and tortured to distraction by the swarming midges. You find little sleep,
and only after long searching are you able to pick up fleeting indications of another's passing through this land.<br/>
Discouraged at the lost time, you set out once again.<br/>
[[Continue...|winter-court-time-swamp-gives-way-thankfully-verdant]]
<</narration>><<narration>>
Vespera emerges from the shadows of the twilit Autumnal forest in time, and gives you a contemptuous look.
<</narration>>
<<speech>>
Covering yourself in mud was your clever plan to avoid evasion?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I heard it in a story about Predators once! Besides, it worked, didn't it?
<</player-speech>>
<<narration>>
She stares at you incredulously for a moment, before shaking her head and turning back to the path. You smirk behind
her back.<br/>
<<link "Continue..." "winter-court-by-by-vespera-slacken-pace-certain">>
<<run Ember.adjustSurvivalScore($pc, 1)>>
<</link>>
<</narration>><<narration>>
By and by you and Vespera slacken your pace. You are certain that you are not yet out of danger, but have perhaps
earned a brief reprieve.<br/>
In time, the forests of Autumn give way (thankfully) to verdant plains covered in a dazzling array of flowers, berry
bushes, and trees heavy-laden with strange fruit. You must have crossed into the springward lands of the Feywilds.<br/>
Every breath you draw in is laden with saccharine richness. Floral nectars and berries compete with the sharp zest
of fruits, and the sweet freshness of herbs and foliage.<br/>
You realize you are aching with hunger. Surely something in all of this is edible, right?
<</narration>>
<<player-speech>>
Is any of this edible?
<</player-speech>>
<<speech>>
I do not eat, fool.
<</speech>>
<<narration>>
Looks like you're on your own.
<</narration>>
<<prompt>>
What will you do now?<br/>
[[Examine the berries|winter-court-examine-the-berries]] -or-<br/>
[[Investigate the fruits|winter-court-investigate-the-fruits]] -or-<br/>
[[Inspect the herbs and foliage|winter-court-inspect-herbs-foliage]]
<</prompt>><<run Ember.adjustHp($pc, -(Ember.rollD4()+Ember.rollD4()+Ember.rollD4()))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
Your efforts to esape are insufficient! The three Shambles converge on you, and thousands of cilia extend grotesquely
from their toadstool caps to caress you. You feel life bring drawn from you agonizingly!!<br/>
But after a few seconds each of the three topples over in a sort of postprandial lethargy, and lies there, occasionally
shifting and juddering, making gurgling noises. It's repulsive.<br/>
You take a moment to stab each of the creatures thoroughly before moving on. Whichever god brought those creatures
into being should be forced to listen to Kenny Loggins' entire discography on repeat. Forever.
<</narration>>
<<if Ember.hasVisitedLocation($pc, "winter-court-race-from-winter-court-out-from")>>
[[Continue...|winter-court-land-make-way-through-changes-again]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-with")>>
[[Continue...|winter-court-time-swamp-gives-way-thankfully-verdant]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-into")>>
<<run Ember.adjustPursuitFailCount($pc, 1)>>
<<if Ember.getPursuitFailCount($pc) gte 2>>
[[Continue...|winter-court-flee-fast-re-able-through-wilds]]
<<else>>
[[Continue...|winter-court-vespera-emerges-from-shadows-twilit-autumnal-2]]
<</if>>
<</if>><<narration>>
Vespera emerges from the shadows of the twilit Autumnal forest in time, and gives you a contemptuous look.
<</narration>>
<<speech>>
You could not have made our passage more obvious if you had lit a fire and danced around it naked until something
came and ate you!
<</speech>>
<<narration>>
She spits.<br/>
You are about to snap back, when the sound of distant howls causes your breath to freeze in your throat.<br/>
Verspera hisses.
<</narration>>
<<speech>>
The Hounds! Fly, fool, if you value your life!
<</speech>>
<<narration>>
[[Continue...|winter-court-by-by-vespera-slacken-pace-certain]]
<</narration>><<narration>>
You find a hefty stick, and heave it as far as you can into the distance!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Strength">>
<<set _dc = 8 - Ember.getSurvivalScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-throw-stick-run-away-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-stick-disappears-into-distance-before-making">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fail-either-way">>
<</if>><<narration>>
The stick disappears into the distance before making a loud commotion quite far away! The forest nearby explodes, as
three large figures reel out of the woods towards the sound. They look like nothing so much as great top-heavy
toadstools, with multiple stalks for legs, that constantly move to catch the hats as they fall erratically forwards.
It is comical, or would be if you weren't in a strange forest where most things are probably dangerous.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Stealth">>
<<set _dc = 10 - Ember.getSurvivalScore($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-stick-disappears-into-distance-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.adjustD4Inspiration($pc, 1)>>
<<run UI.update()>>
<<include "winter-court-make-way-very-carefully-quietly-opposite">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fail-either-way">>
<</if>><<narration>>
You make your way very carefully and quietly in the opposite direction that you threw the stick. Once you can no
longer hear them shifting in the woods behind you, you quicken your pace, and are troubled no more.<br/>
<<if Ember.hasVisitedLocation($pc, "winter-court-race-from-winter-court-out-from")>>
[[Continue...|winter-court-land-make-way-through-changes-again]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-with")>>
[[Continue...|winter-court-time-swamp-gives-way-thankfully-verdant]]
<<elseif Ember.hasVisitedLocation($pc, "winter-court-set-out-from-heart-winter-into")>>
[[Continue...|winter-court-vespera-emerges-from-shadows-twilit-autumnal-3]]
<</if>>
<</narration>><<narration>>
Vespera emerges from the shadows of the twilit Autumnal forest in time, and gives you a contemptuous look
<</narration>>
<<speech>>
Throwing a stick was your clever plan to avoid evasion? Did it occur to you that you may have attracted the attention
of others besides the Shambles?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
It worked, didn't it? We're still ahead!
<</player-speech>>
<<narration>>
She stares at you incredulously for a moment, before shaking her head and turning back to the path. You smirk behind her back.<br/>
<<link "Continue..." "winter-court-by-by-vespera-slacken-pace-certain">>
<<run Ember.adjustSurvivalScore($pc, 1)>>
<</link>>
<</narration>><<narration>>
You waste a precious day fumbling about, following paths that lead nowhere amongst trees petrified at their moment of
perfect youth. It is only after stumbling into an oafish but kind Yeti that you have a hint of which direction to go.
He listens and nods at your description, and grunts about a weird shadow lady that went thataway.<br/>
Before you go, he forces you to drink yak's milk (with some of the hairs still in it) and listen to his stories about
the time he found a booger shaped like the moon. By the time you manage to extricate yourself from him, you have
wasted an embarrassing amount of time, and know more about Yeti boogers than you ever wanted to.<br/>
[[Continue...|winter-court-follow-path-direction-dawn-summer-for]]
<</narration>><<narration>>
You pause before your next act.<br/>
Mother Morana's command was to return to her once you had identified the traitor. This is undoubtedly the safer
option for confronting a dangerous foe on her native ground.<br/>
However, if you confront Vespera on your own there is great risk, but you might learn more of her plans, and in
so doing turn them to your advantage.
<</narration>>
<<prompt>>
How do you want to handle Vespera?<br/>
[[Confront Vespera alone|winter-court-confront-vespera]] -or-<br/>
[[Report your suspicions to Morana|winter-court-return-mother-morana-name-traitor-immediately]]
<</prompt>><<narration>>
You return to Vespera. She has not moved since your last meeting.
<</narration>>
<<speech>>
Why are you here again? Did I not tell you to trouble me no more?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
You are the traitor, Vespera. Your eyes betrayed you.
<</player-speech>>
<<narration>>
She turns her flowing face to you once again. A long silence stretches between you.<br/>
Finally she responds with surprising calm.
<</narration>>
<<speech>>
You are wiser than you seem, $pc.name. Wiser and more foolish. Yes, I have betrayed the Mother. She is short-sighted
and stubborn, and her controlling 'love' leaves no room to breathe or to think. I do not love the Summer, or the Lady
Titania, but my Mother is a far greater megalomaniac than she. I could live in a world with the Titania's infinite
deaths, because she would leave me to my own devices. There is no such place for me in my mother's world. Only the
gilded cage she chooses for me.
<</speech>>
<div id="winter-court-confront-vespera-fadein"></div>
<<timed 2s>>
<<replace "#winter-court-confront-vespera-fadein" transition>>
<<include "winter-court-confront-vespera-fadein-2">>
<</replace>>
<</timed>><<speech>>
What of it? What now, fool? The move is yours!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
You will come with me to Mother Morana, or I will bring you to her of my own accord.
<</player-speech>>
<<narration>>
At this, she laughs long and slow.
<</narration>>
<<speech>>
You could not bring me to her if I do not wish to go. I am the hand of winter! I am the slow chill up your spine in a
darkened room. I could kill you between one breath and another with a mere thought.
<</speech>>
<<narration>>
And as she does, you feel the head-splitting pain of cold, like ice pressed to your pallet too fast.
<</narration>>
<<speech>>
But before I reave your life from your body, I will give you a third path. You could be useful to me. Useful in
ending the pointless strivings that govern this senseless world. I am leaving this place - if you know of my betrayal,
Mother Dearest will know soon, if she does not already. I will take you with me to Titania.
<</speech>>
<<narration>>
And her eyes flick downwards to your foot for the briefest instant.
<</narration>>
<<prompt>>
How will you respond to Vespera?<br/>
<<if !Ember.hasVisitedLocation($pc, "winter-court-can-lady-titania-send-me-home")>>
[[Can Lady Titania send me home?|winter-court-can-lady-titania-send-me-home]] -or-<br/>
<</if>>
<<if $pc.feyCourt is "winter">>
[[Agree to accompany her|winter-court-with-blinding-pain-head-still-fresh]] -or-<br/>
<<else>>
[[Agree to accompany her|winter-court-fear-freezes-blood-but-take-moment]] -or-<br/>
<</if>>
[[Bind her with the Bounding Line|winter-court-pretend-recover-from-head-splitting-pain]]
<</prompt>><<speech>>
I neither know nor care. The option I give you is that you come with me, or you die. Choose!
<</speech>>
<<include "winter-court-confront-vespera-fadein-2">><<narration>>
With the blinding pain in your head still a fresh memory, it doesn't take long for you to choose.
<</narration>>
<<player-speech>>
I will go with you to the Summer Qu--
<</player-speech>>
<<narration>>
Pain upon pain seizes you again, and your vision narrows and blurs. Your legs collapse from beneath you, and you
feel your head hit the icy floor.<br/>
Vespera looks on dispassionately.<br/>
As you lose consciousness, you hear her say.
<</narration>>
<<speech>>
You swore the Feybinding with Mother, didn't you. Three times a fool. There are no broken oaths here.
<</speech>>
<<narration>>
[[Continue...|winter-court-awakened-sometime-later-with-heavy-shove]]
<</narration>><<narration>>
You are awakened sometime later with a heavy shove from a blunt object in your chest. You open your eyes to see
Morana standing over you, with several winter warden attendants. She looks down at you, white with fury.
<</narration>>
<<speech>>
My daughter has betrayed me and fled, mortal. You knew it and you went to her instead of me. You either a traitor,
or a reckless fool!
<</speech>>
<<narration>>
Her mask of composure has well and truly slipped. Anger and terrible fear twist her face into an unrecognizable snarl.
<</narration>>
<<speech>>
If you wish any chance of returning to your worthless realm, you will catch her, and return her to me!!! She will
flee towards the Summer Sun!! Catch her and meet me where the sun and moon meet!! GO!!!
<</speech>>
<<narration>>
You stagger to your feet and flee towards the faraway dawn-light.<br/>
<<link "Continue..." "winter-court-race-from-winter-court-out-from">>
<<run Ember.updateCourtFavor($pc, "winter", -3)>>
<</link>>
<</narration>><<narration>>
Fear freezes your blood, but you take a moment to think. You could work this to your advantage. You have the
guarantee of the Bounding Line, of which Vespera knows nothing. She will lead you exactly where you would wish to
go, and you can choose the time and manner by which you gain the upper hand.<br/>
You get to your feet slowly, and drop your eyes to the floor in feigned submission.
<</narration>>
<<player-speech>>
I will go with you to the Summer Queen.
<</player-speech>>
<<narration>>
Sister Vespera nods.
<</narration>>
<<speech>>
Let us go, then. I would not have Dear Sweet Mother interceding on your behalf before we had departed. Do not fall
behind. We will surely be pursued, and if you prove to be deadweight, I will leave you to the Hounds of Winter.
<</speech>>
<<narration>>
And quickly and quietly you and the traitorous daughter leave the Heart of Winter and head towards the faint
Dawn-Light.<br/>
<<link "Continue..." "winter-court-set-out-from-heart-winter-into">>
<<run Ember.updateCourtFavor($pc, "winter", -2)>>
<</link>>
<</narration>><<narration>>
You set out from the Heart of Winter, and into the wilds of the Fey once more, following Vespera's shadowy form as
best you are able. You certain it will not be long before you are followed.<br/>
You plunge first into the deep winter woods that surround the Heart of Winter, following Vespera as she flits from
shadow to shadow, following no discernable path. You are at the utter end of the midnight sky, in the coldest
reaches of the Feywild, and where the full moon doesn't shine the shadows are pitch black. Following Vespera, who
is herself little more than a shadow, is wretchedly difficult. Your eyes soon begin seeing spots and shapes that
aren't there, from the strain of peering into the mottled darkness.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-set-out-from-heart-winter-into-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.adjustSurvivalScore($pc, 1)>>
<<goto "winter-court-continue-flee-quickly-can-dappled-dark">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-continue-flee-quickly-can-dappled-dark-2">>
<</if>><<narration>>
You continue to flee as quickly as you can in the dappled dark forest, with Vespera becoming increasingly hard to
follow. You are certain you will lose her before long, but something catches your eye along the way as you race
after her.<br/>
Flora still exist, even this far night-ward and winter-ward in the Fey Realm. They are utterly unlike normal
trees or shrubs from your world, and they are frozen in perfect pictures of beauty - the highest form of each
of them, cast in icy rigor. It is, admittedly, beautiful.<br/>
Along one path that threads through this petrified woods, you notice that the edges of leaves and branches have
subtle black smoke trails clinging to their edges, curling off and dissipating into the cold air. It must be from the
passing of Vespera - a distinctive of the blackened smoke that surrounds her.<br/>
You stop attempting to follow the blackened smoky figure of Vespera, and start following her subtle trail of smoke
on frozen leaves.<br/>
Eventually after long hours of flight, you catch up to her. She nods in begrudging approval.
<</narration>>
<<player-speech>>
You leave a trail.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Not for long. Even now the traces will have dissipated. If you left no trail, the hounds of winter may have been
thrown off our trail.
<</speech>>
<<narration>>
[[Continue...|winter-court-follow-vespera-direction-dawn-summer-for]]
<</narration>><<narration>>
You follow Vespera in the direction of dawn and summer for many days, and the land changes by degrees from winter
to fall. The air changes from crisp cold, to earthy calm. Living trees creak and groan, and bending boughs reach
for the ground as though tired, sometimes shaking without wind, as if to rid themselves of the autumnal leaves on
their branches. Several times, you are caught beneath the branches, and buried in a soft shower of reds, yellows,
browns, and greens.<br/>
Unimaginably great tree trunks lie on the forested floors in various states of decay. Some are hollow, and form
highways down which you can walk. Some make mountainous obstacles you are forced to circumnavicate only with
difficulty.<br/>
You see many creatures, some sentient, some not, some friendly, some wary. You hear enough hints and rumors to
know that you are still pursued.<br/>
Eventually, on one hazy Autumnal day, Vespera stops suddenly.<br/>
She hisses.
<</narration>>
<<speech>>
We are being hunted!
<</speech>>
<<narration>>
You reply acerbically.
<</narration>>
<<player-speech>>
Yes. You've mentioned that.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Not by the Hounds, you unmitigated simpleton! There are others in the forests of Autumn besides them!
<</speech>>
<<narration>>
And with that she melts into the woods around you without a trace, leaving you alone.<br/>
The hairs on the back of your neck prickle, and your ears detect movements behind you that are not the breathing
of the woods.<br/>
While you continue to walk, betraying nothing of your suspicions, you try to think through your panic of what
this might be, and how you could avoid it.
<</narration>>
<<prompt>>
What will you do to try to survive?<br/>
[[Disguise yourseld with forest detritus and mud|winter-court-disguise-yourself]] -or-<br/>
[[try the ol' throw a stick the wrong way and make a break for it!|winter-court-throw-stick-run-away]]
<</prompt>><<narration>>
You continue to flee as quickly as you can in the dappled dark forest, with Vespera becoming increasingly hard to
follow. You manage to follow along, but you are forced to trade speed for stealth, and leave a trail so easy to
follow, you are certain your pursuers will find you quickly.<br/>
When at length Vespera stops, she whirls on you with acidic contempt.
<</narration>>
<<speech>>
You've left a trail. Did you fail to understand when I said we were pursued?
<</speech>>
<<narration>>
You are too tired to respond, and merely stand gasping, hands on your knees.
<</narration>>
<<speech>>
We cannot stop now thanks to your bungling. We will have to continue many hours to throw them off before we can
truly rest. Keep up or die.
<</speech>>
<<narration>>
And without another word, she starts off again, with you in reluctant but more careful pursuit.<br/>
<<link "Continue..." "winter-court-follow-vespera-direction-dawn-summer-for">>
<<run Ember.adjustPursuitFailCount($pc, 1)>>
<</link>>
<</narration>><<narration>>
You pretend to recover from the head-splitting pain you just survived, but slip your hand surreptitiously into your
pocket. You feel the Bounding Line in here, and grasp it between your thumb and forefinger.<br/>
With one explosive motion you leap towards Vespera, and attempt throw the loop of the Bounding Line over her.
<</narration>>
/* MAKE A DEXTERITY CHECK DC 18 */
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-pretend-recover-from-head-splitting-pain-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-bounding-line-glows-irridescent-gold-tightens">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-too-slow-bounding-line-falls-harmlessly">>
<</if>><<narration>>
The Bounding Line glows irridescent gold, and tightens immediately around her.<br/>
The dark falling smoke that gives her form roils and pours, as she rages against her bindings.
<</narration>>
<<speech>>
You idiot - you imbecile! You will ruin all! The Mother has no children, only pets and servants! You think her kind -
you are wrong! You think her your benefactor. She will betray you! She loathes anything beyond her control! In binding
me, you bind yourself!!!
<</speech>>
<<narration>>
Her screeching protests continue as your drag her through the court. You find Morana there, on a raised dais in the
midst her subjects.<br/>
Her voice is gentle, but the edge behind it is raw.
<</narration>>
<<speech>>
Dearest daughter, heart of my heart! How could you? Have I not given you everything? Is not all that is mine also yours?
<</speech>>
<<narration>>
Vespera remains stonily silent.
<</narration>>
<<speech>>
My heart breaks, daughter, but you are the one who has chosen this. Let all who see, know what the price is for
betraying our house!
<</speech>>
<<narration>>
And with that her hand lifts, and the flowing black smoke that flows around Vespera is sucked up into a vortex that
centers on her hand. Vespera screams in despair, that descends into a whimper, then a whisper, until all is silent,
and only a pile of blown ash in the shape of a writhing woman remains.<br/>
Morana turns to you, coiling up the loose end of the Bounding Line and returning it to you.
<</narration>>
<<speech>>
Well done, my child! Truly you are a friend of the winter! With this, there is only a journey and a capture. I believe
you equal to this. Go with my blessing, and bring me the Lady Titania! Catch her with the Bounding Line, and meet me
where sun and moon kiss in the sky!!
<</speech>>
<<narration>>
<<link "Continue.." "winter-court-set-out-from-heart-winter-with">>
<<run Ember.setVesperaDead($pc, true)>>
<<run Ember.updateCourtFavor($pc, "winter", 3)>>
<</link>>
<</narration>><<narration>>
You set out from the Heart of Winter with Morana's blessing, and into the wilds of the Fey once more. You are
uncertain how you will find Lady Titania, whose court lies somewhere toward the far dawn, but you must try!<br/>
You begin your journey going in the same direction you approached, doing your best to follow the landmarks you
noticed as you followed the Winter Wardens here before. This is far more difficult than you anticipated. You are
at the utter end of the midnight sky, in the coldest reaches of the Feywild, and where the full moon doesn't shine
the shadows are pitch black.<br/>
The path you thought you were following is beginning to dissipate, along with your confidence.
<</narration>>
<<set _diceRollCheck_header = "Make a Survival (Wisdom) check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-set-out-from-heart-winter-with-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.adjustSurvivalScore($pc, 1)>>
<<include "winter-court-vesepera-chase-survival-1-success-2">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-vesepera-chase-survival-1-failure-2">>
<</if>><<narration>>
Careful observation of the dark and secret byways and paths leading away from the Heart of Winter reveals something
you were not expecting.<br/>
Flora still exist, even this far night-ward and winter-ward in the Fey Realm. They are utterly unlike normal trees
or shrubs from your world, and they are frozen in perfect pictures of beauty - the highest form of each of them,
cast in icy rigor. It is, admittedly, beautiful.<br/>
You reach out to cup one in your hands, and feel the rime that encrusts it melt and soften. The delicate flower
beneath glows suddenly and unexpectedly bright! you try with several other frozen plants and buds and the result is
invariably the same. The warmth of your hand provokes an illumination from the plants of these winter woods.
Extraordinary!<br/>
With significantly more light to show you the way, you are well able to discern the way forward, and out of the
wintery forests in the dead of night!<br/>
[[Continue...|winter-court-follow-path-direction-dawn-summer-for]]
<</narration>><<narration>>
You waste a precious day fumbling about, following paths that lead nowhere amongst trees petrified at their moment of
perfect youth. It is only after stumbling into an oafish but kind Yeti that you have a hint of which direction to go.
He listens and nods sympathetically along, and indicates he knows the direction you should go, but before you do,
invites you to share a meal with you. You can hardly say no, given he's literally a 500 pound gorilla. <br/>
He offers you yak's milk (with some of the hairs still in it), which you dare not refuse. You sit, drinking hairy milk
from a yak and listen to his stories about the time he found a booger shaped like the moon. By the time you manage to
extricate yourself from him, you have wasted an embarrassing amount of time, and know more about Yeti boogers than
you ever wanted to.<br/>
[[Continue...|winter-court-follow-path-direction-dawn-summer-for]]
<</narration>><<narration>>
You are too slow - the Bounding Line falls harmlessly short of Vespera, who shifts like a ghost out of its trajectory.
As she does she raises her hand and, you feel again the head-splitting pain of cold.
<</narration>>
<<speech>>
Fool of fools. If I had time, I would kill you slowly. For now, I will leave it to dear mother to do it for me.
<</speech>>
<<narration>>
She says. And as your consciousness fades, you see her smoky form descend the stairs and disappear.<br/>
[[Continue...|winter-court-awakened-sometime-later-with-heavy-shove]]
<</narration>><<narration>>
Morana's still and steady face is too hard for you to read.
<</narration>>
<<include "winter-court-third-element-for-thinning-bounds-most">><<speech>>
I am gladdened in my heart, child! We will accomplish much together - I see in the wind the coming change: peace
amongst the Fey by our hand, and a path home for you. It is good indeed!<br/>
I have a secret to share with you.
<</speech>>
<<narration>>
And she draws close, with a conspiratorial seriousness.
<</narration>>
<<speech>>
Even with all my power, I cannot send you back unaided. Three things must be present to thin the walls between worlds
at will. The same three things will end the tragic rift at the heart of the Feywild, and unite us once again.<br/>
I am the first of them.<br/>
The second is a strange little thing called The Bounding Line. It runs through many parts of the Fey Realm, but I
alone can make it manifest and turn it to my own ends. I will lend it to you, and teach you its uses.
<</speech>>
<<narration>>
And she reaches into thin air and draws from it the end of a gold thread that trails from her hand, around your
foot, and off into nothing. You see no clear end. It just.trails off and disappears.
<</narration>>
<<speech>>
This is the Bounding Line - I have invested it with a limited power to bind whomever it touches. As you well know,
you are already bound up with it yourself. You will use it in my service, and I will in my turn serve you in sending
you home.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-i-am-gladdened-my-heart-child-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-morana-definitely-not-revealing-full-extent-2">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-morana-s-still-steady-face-too">>
<</if>><<narration>>
Morana is definitely not revealing the full extent of the Bounding Line's mythos and power. You wonder briefly if
you could bind Morana herself with it. Hmmm.
<</narration>>
<<include "winter-court-third-element-for-thinning-bounds-most">><<set _diceRollCheck_header = "Roll a Wisdom check to try reciting the oath while witholding your true assent">>
<<set _targetStat = "Wisdom">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-recite-oath-but-withold-true-assent-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-morana-definitely-not-revealing-full-extent-2">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-take-staff-recite-after-her-2">>
<</if>><<narration>>
You take the staff and recite after her.
<</narration>>
<<player-speech>>
By this pact we hold all winter's trove<br/>
Our lives and wills to this our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</player-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around it and the hands that hold it. (Your left foot
warms a little, but a glance down at it reveals nothing out of the ordinary. How odd.)
<</narration>>
<<speech>>
You are a child of winter now, and I am your mother! Be glad, mortal. Few of your kind have ever been so called.
<</speech>>
<<narration>>
By some intuition, you are utterly certain that the oath you just spoke had no binding effect upon you whatsoever.
A useful state of affairs!<br/>
<<if $moranaAnswers.boundingLine.includes("c")>>
[[Continue...|winter-court-i-am-gladdened-my-heart-child]]
<<else>>
[[Continue...|winter-court-i-am-gladdened-my-heart-child-2]]
<</if>>
<</narration>><<narration>>
You take the staff and recite after her:
<</narration>>
<<player-speech>>
By this pact we hold all winter's trove<br/>
Our lives and wills to this our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</player-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it. But no
sooner is the oath complete, than the silvery thread disappears in a shimmering mist.<br/>
Mother Morana gives you a questionsome look, a hint of frustration at its edges.
<</narration>>
<<speech>>
Mortals are such odd creatures. Why do you refuse the offered oath with your heart, while your mouth speaks the words?
Would you not be my child? This I cannot understand.
<</speech>>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<<if Ember.isWearingPendant($pc)>>
[[Continue...|winter-court-no-matter-she-continues-i-have]]
<<else>>
[[Continue...|winter-court-make-insight-check-on-mother-morana]]
<</if>><<speech>>
It is no matter. I have other means of bending you to my will.
<</speech>>
<<narration>>
And she grasps a pendant held on a chain at her neck.<br/>
For a moment, you think nothing has happened. Then suddenly the beautiful violet-blue pendant by which you were
bound by the Winter Wardens tightens around your wrist with frightening power, and burns with cold once more.<br/>
Morana's once steady, kind eyes grow cold and stony as oldest ice.
<</narration>>
<<speech>>
Oaths are not the only thing in the Fey Realm that bind, mortal. And the one who would refuse to be my child will
just as readily serve as a slave.
<</speech>>
<<narration>>
You cry out in pain, but the chain tightens implacably until you are writhing on the ground.
<</narration>>
<<speech>>
You will swear to peace with the court of winter, or you will lose your hand, and then your life. Do you understand?
<</speech>>
<<narration>>
You Nod.
<</narration>>
<div id="winter-court-no-matter-she-continues-i-have-fadein"></div>
<<timed 2s>>
<<replace "#winter-court-no-matter-she-continues-i-have-fadein" transition>>
<<include "winter-court-no-matter-she-continues-i-have-fadein-2">>
<</replace>>
<</timed>><<speech>>
Follow my words, mortal. I will not ask again.
<</speech>>
<<narration>>
And she recites again the oath, watching you with fierce eyes as you repeat her words.<br/>
When the oath is complete she nods in cold satisfaction.
<</narration>>
<<speech>>
We are Feybound now, mortal. I to you, and you to me. Heed that well.
<</speech>>
<<narration>>
Eternal moments later, the chain loosens and the pain abates. Your hand is white and numb.
<</narration>>
<<speech>>
Do not lie to me again.
<</speech>>
<<narration>>
You nod.
<</narration>>
<<run Ember.setFeyCourt($pc, "winter")>>
<<if $moranaAnswers.boundingLine.includes("c")>>
<<if Ember.isWearingPendant($pc)>>
[[Continue...|winter-court-having-extracted-promise-she-desired-morana]]
<<else>>
[[Continue...|winter-court-morana-masters-herself-moment-her-former]]
<</if>>
<<else>>
[[Continue...|winter-court-after-few-moments-morana-masters-herself]]
<</if>><<narration>>
Morana masters herself in a moment - her former anger disappears into stony unreadability as quickly as it emerged.
<</narration>>
<<speech>>
You have much work to do to restore my faith in you, bastard child. You may yet attain your return home by my hand,
but I will warn you only once. My mercy extends to this and this only. Should you fail, pray that we of the Winter
never find you here or elsewhere!<br/>
Even so we may yet accomplish much together - I see in the falling snow the coming change: peace amongst the Fey by my
hand, and a path home for you.<br/>
Three things must be present to thin the walls between worlds at will. The same three things will end the tragic
rift at the heart of the Feywild, and unite the Fey once again.<br/>
I am the first of them. <br/>
The second is The Bounding Line. As you already know, it follows you with every step you take across the wilds of the
Fey, but it is only through my intercession that you might make use of it. I will teach you its uses so we may
achieve our ends.
<</speech>>
<<narration>>
And she reaches into thin air and draws from it the end of a gold thread that trails from her hand, around your foot,
and disppears into nothing.
<</narration>>
<<speech>>
This is the Bounding Line made manifest. I have invested it with a limited power to bind whomever it touches. As you
well know, you are already bound up with it yourself. You will use it in my service, and I will in my turn serve you
in sending you home.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-morana-masters-herself-moment-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-morana-definitely-not-revealing-full-extent-3">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-morana-s-still-steady-face-too-3">>
<</if>><<narration>>
Morana is definitely not revealing the full extent of the Bounding Line's power. If she 'invested it with limited
power' how has it already bound you before she had any contact with it at all? You wonder briefly if you could bind
Morana herself with it. Hmmm.
<</narration>>
<<include "winter-court-third-element-for-thinning-bounds-most-2">><<speech>>
The third element for the thinning of the bounds, and most difficult of all to obtain, is the presence and assent
(coerced or otherwise) of Lady Titania - Queen of the Summer Court.
<</speech>>
<<narration>>
She lets a silence hang in the air a moment before continuing.
<</narration>>
<<speech>>
This is a formidable task. But a way exists - by it you may in some small degree regain our trust, and in so doing
provide us a tool for finding and waylaying the Heretic Queen.<br/>
Dawnward, in the deepest Winter, there is a vast immovable ocean covered in ice. In its waters dwells a singular
fish - The Crimson Darling.<br/>
I have given you a line by which he might be caught, but it will fall to you to bait him and hook him by your
own devices. <br/>
If you succeed, the Crimson Darling is an inerrant guide to what you truly desire. He can guide you through the
Fey Realm to Titania by stealth - IF you can convince him.<br/>
If you fail, you will no doubt die of cold on the frozen ocean, and I will think of you no more.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-third-element-for-thinning-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-something-isn-t-adding-up-why">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-morana-s-still-steady-face-too-2">>
<</if>><<narration>>
Something isn't adding up. Why would Morana give you the Bounding Line, and entrust you with an important mission,
when she obviously does not trust you, and holds you in no small degree of contempt?<br/>
Hmm.
<</narration>>
<<include "winter-court-how-am-i-find-crimson-darling">><<player-speech>>
How am I to find the Crimson Darling?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
I have told you already, he is Dawnward in the deepest Winter. Follow the dawn-light from here, and you will find the
dark waters that are his domain. When you see only the edge of the sun above a flat horizon, and the sky below is
brighter than the waters above, you are close.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Very well, I will find this fish you speak of.
<</player-speech>>
<<narration>>
Morana, nods slowly, and replies in her calm careful voice.
<</narration>>
<<speech>>
You will. Or you will die trying. I would prefer the first, but the second would bring me no sorrow. <br/>
Should you catch the Crimson Darling, and by some miracle of competence find your way to Titania, bind her with the
Bounding Line. I shall wait at the Sybaris Fete for you. Come with the Heretic Queen bound, or find some quiet hole
to die in.<br/>
Now go. Your presence is burdensome to me.
<</speech>>
<<narration>>
You make your way down the stairs and out of the Heart of Winter. Apparently, you need to go find a fish.<br/>
[[Continue...|winter-court-there-three-skill-checkpoints-before-navigate]]
<</narration>><<narration>>
You begin your journey Dawn-ward, plunging into the brittle silent forests that surround the Heart of Winter. This
is far more difficult than you anticipated. You are at the utter end of the midnight sky, in the coldest reaches of
the Feywild. Where the full moon doesn't shine the shadows are pitch black, mottled into shifting patterns on the
icy ground by gnarled branches of great trees. Your eyes begin to play tricks on you in the contrasting light, and
the path you thought you were following is beginning to dissipate, along with your confidence.<br/>
[[Continue...|winter-court-see-between-trees-glinting-light-unlike]]
<</narration>><<narration>>
You see between the trees a glinting light unlike the baleful shine of the moon through the trees. It speaks of a
warm campfire and comfortable sleep - of safety.<br/>
You have some inkling you've heard tell of something like this.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intelligence">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-see-between-trees-glinting-light-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-remember-ghostly-tales-from-youth-dark">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-remember-ghostly-tales-from-youth-dark-2">>
<</if>><<narration>>
You remember ghostly tales from your youth of dark forests and the creatures who live there, who will tempt lost and
desperate travelers further into the forest to their doom. 'Lantern Ghouls'. That was it.<br/>
Their object in the old stories was to lure you into the forest, but if a clever adventurer could confuse them with
nonsensical riddles, they would lead you out of it instead.<br/>
[[Continue...|winter-court-warm-light-gets-little-brighter-stand]]
<</narration>><<narration>>
The warm light gets a little brighter as you stand there watching it.
<</narration>>
<<prompt>>
What will you do?<br/>
[[Run Away!|winter-court-turn-flee-quickly-quietly-can-into]] -or-<br/>
[[Close your eyes|winter-court-close-eyes-hold-breath-hoping-against]] -or-<br/>
[[Call out to the light|winter-court-call-out-loudly-into-dark-night]]
<</prompt>><<narration>>
You turn and flee as quickly and quietly as you can into the forest, but the faster you go, the brighter the light
gets, until you hear a voice - sourceless and phaseless, high and tremulous in the night air.
<</narration>>
<<speech>>
WHERE ARE YOU GOING TRAVELER?
<</speech>>
<<prompt>>
How do you respond?<br/>
[[I seek the place where one might become most lost|winter-court-i-seek-place-where-i-might]] -or-<br/>
[[I seek the place where the morning sun touches the deepest winter|winter-court-ah-dawnward-sun-i-know-where-2]]
<</prompt>><<player-speech>>
I seek the place where I might be most lost.
<</player-speech>>
<<narration>>
You reply to the voice,
<</narration>>
<<speech>>
Ah, tell me of this place? Perhaps I know it and can take you there!
<</speech>>
<<prompt>>
How do you respond?<br/>
[[It is near the sharpest courner of the sun|winter-court-nearest-sharpest-point-sun-reply-with]] -or-<br/>
[[It is where the morning sun touches the deepest winter|winter-court-ah-dawnward-sun-i-know-where]]
<</prompt>><<player-speech>>
It is nearest to the sharpest point of the sun.
<</player-speech>>
<<narration>>
You reply, with complete seriousness.<br/>
The warm light that surrounds you wavers and splutters a little.
<</narration>>
<<speech>>
Where is the sharpest point of the sun?
<</speech>>
<<narration>>
The sourceless voice quivers.
<</narration>>
<<prompt>>
How do you respond?<br/>
[[I don't know, we should find the nearest sun and look!|winter-court-i-don-t-know-where-closest]]
<</prompt>><<player-speech>>
I don't know! Where is the closest sun so we might check?
<</player-speech>>
<<narration>>
The warm light splutters and the voice warbles disturbingly.
<</narration>>
<<speech>>
ThE sUn HaS PoInTs! WhErE iS tHePoInTeDsUn! THESUN!!!
<</speech>>
<<narration>>
And suddenly the light coalesces to a point, and zips away into the woods!<br/>
[[Pursue the light|winter-court-dive-after-light-frantic-pursuit-racing]]
<</narration>><<narration>>
You dive after the light in a frantic pursuit, racing through the frosted forest. And, to your delight, the forest
thins and you see the sky become just a shade lighter. On the horizon, what was blackest night beneath baleful moon
is now a deep blue-grey - a hint of Dawn in the distance!<br/>
<<link "Continue..." "winter-court-many-long-hours-later-have-left">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
Many long hours later, you have left all landmarks behind save the slowly brightening horizon. The forest has
disappeared behind you, and White mountains and bluffs that used to follow you to the north have receded to nothing.
Only the fading of the stars into dawnlight gives you any sense of progress.<br/>
You stop, feeling as if you can go no further. In every direction there is nothing to see but a flat horizon.
Directly in front of you, the edge of a dawn sun peeks coyly above. This must be the home of the Crimson Darling.
If you are wrong you have no strength to continue your search anyways.<br/>
Below your feet, a field of crystal-clear ice stretches out to the horizon, blown clean by the wind. The ice seems
to glow a luminous undulating sky-blue beneath you, brighter by far than the darkened sky above.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-many-long-hours-later-have-left-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-could-swear-squint-up-into-sky">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-there-literally-nothing-see-those-instructions">>
<</if>><<narration>>
You could swear as you squint up into the sky, that there are creatures high in the darkened dawn sky that are
flitting and darting.like fish? That's weird and probably significant.
<</narration>>
<<include "winter-court-cold-beginning-take-its-toll-on">><<narration>>
The cold is beginning to take its toll on you. You feel your health seeping away. You need to move this party
along, and soon.<br/>
You kneel down on the wind-blown ice, and stare into the depths. The ice shimmers, and you swear there is something
beneath it on the other side.
<</narration>>
<<include "winter-court-things-to-try-on-the-ice">><<set _weaponName to Ember.getItem($pc.weapon).name>>
<<set _unvisitedLinksOptions to [
{ label: "Touch the ice", passage: "winter-court-run-hand-across-ice-s-definitely" },
{ label: "Jump on the ice", passage: "winter-court-make-experimental-jump-on-ice-feet" },
{ label: "Try to break the ice with your " + _weaponName, passage: "winter-court-draw-out-weapon-begin-assaulting-ice" },
{ label: "Throw yourself headfirst at the ice", passage: "winter-court-absurd-idea-but-so-place-perhaps" }
]>>
<<set _unvisitedLinksHeader to "What will you do next?">>
<<include "OmniUnvisitedLinks">><<narration>>
You run your hand across the ice. It's definitely ice. Cold. Hard.<br/>
Nothing else happens.<br/>
The biting cold wind cuts through your clothes.<br/>
<</narration>>
<<run Ember.adjustHp($pc, -Ember.rollD6())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<include "winter-court-things-to-try-on-the-ice">><<narration>>
You make an experimental jump on the ice. Your feet make a stamping sound, but other than that nothing happens.<br/>
You jump and stamp with increasing ferocity. The ice ignores your efforts. It's a little insulting, if you're honest.<br/>
The biting cold wind cuts through your clothes.
<<run Ember.adjustHp($pc, -Ember.rollD6())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</narration>>
<<include "winter-court-things-to-try-on-the-ice">><<narration>>
You draw out your <<print Ember.getItem($pc.weapon).name>> and begin assaulting the ice with all your might! You
make a few dents here and there, but the ice otherwise remains stubbornly disinterested in you.<br/>
The biting cold wind cuts through your clothes.
<<run Ember.adjustHp($pc, -Ember.rollD6())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</narration>>
<<include "winter-court-things-to-try-on-the-ice">><<narration>>
This is an absurd idea, but so is this place. Perhaps the worst idea is actually the best.<br/>
You cast yourself at the ice, headfirst, believing as hard as you can that you won't just receive a head injury
for your troubles.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-absurd-idea-but-so-place-perhaps-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-cast-yourself-with-complete-abandon-icy">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-land-on-head-on-ice-hurts">>
<</if>><<narration>>
You cast yourself with complete abandon at the icy surface, believing and hoping as hard as you can that the ice
will give way.<br/>
And you are astonished to find that it does! Instead of a splitting headache and the burn of humiliation, it is
as if you've plunged into a warm bath. Your limbs prickle with the contrast, but every other part of you revels in
the delicious heat. You open your eyes.<br/>
The full circle of the Dawnward sun is resting on the horizon, and you find yourself standing on the gentle calm
surface of an ocean. The water moves as water does, but it holds up your feet as land would. The feeling is uncanny.<br/>
Beside you, you can see an odd hole in the water shaped exactly like your body when it plunged through the ice
above/below you. You put your hand through it and feel the biting sting of the cold again.<br/>
In the depths of the sky below, you still see the flitting, darting shapes of what are certainly fish.<br/>
Great. A fishing minigame. Those have a wonderful reputation.<br/>
[[Alright, lets'g get it over with|winter-court-fish-out-bounding-line-pun-intended]]
<</narration>><<narration>>
You fish out the Bounding Line (pun intended), but realize immediately that you have neither hook nor bait.<br/>
Muttering in frustration, you search your pockets for anything you might use. Your search is soon interrupted by a
voice behind you that says.
<</narration>>
<<speech>>
Whatcha doin'?
<</speech>>
<<narration>>
You turn around, and see a large red fish with ridiculously protuberant eyes, sticking its head through the hole your
body left in the ice when you dove through. You have never seen a more gormless face.<br/>
[[Cotninue...|winter-court-i-m-well-i-m-fishing]]
<</narration>><<player-speech>>
I'm. Well, I'm fishing.
<</player-speech>>
<<narration>>
The red fish's face lights up.
<</narration>>
<<speech>>
I can fish! I do it every day! I'm probably the best ever at it.
<</speech>>
<<narration>>
And as if to prove itself, it disappears beneath the surface and swims in rapid circles before reappearing.
<</narration>>
<<speech>>
Hey what are you? Maybe I can do that too!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I'm. Uh. A human,
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Well how do you do that? I want to try to human. Tell me how. I'll probably be the best ever at that too.
<</speech>>
<<narration>>
You have no idea how to answer that truthfully, so you try absurdity.
<</narration>>
<<player-speech>>
There are many ways to human. Mostly we argue about things. Sometimes some of us think about things too, but mostly
the arguing.
<</player-speech>>
<<narration>>
The red fish replies.
<</narration>>
<<speech>>
Oh yeah I can do that. We fish do it all the time. I'm definitely the best at that. I've never lost an argument.
I'm probably better at humans than humaning.
<</speech>>
<<narration>>
You suppress a grin.
<</narration>>
<<player-speech>>
That might be true. Say, are you the Crimson Darling?
<</player-speech>>
<<narration>>
The fish's face sours.
<</narration>>
<<speech>>
Naw, only my gramma calls me that. You can call me Red. Or Red Harry. Or Harry. Or Majestic, because I am!
<</speech>>
<<narration>>
And he guffaws at his own 'joke'.
<</narration>>
<<player-speech>>
Well it's nice to meet you, Red,
<</player-speech>>
<<narration>>
You reply. (It's not.)
<</narration>>
<<player-speech>>
Hey, I think I'm more human than you. How do you feel about a little competition to prove whose better at humaning?
<</player-speech>>
<<narration>>
The fish's vacant stare brightens with worrying rapidity.
<</narration>>
<<speech>>
Aw Yeah! I'm the best at competitions! I've never lost one ever! Even when I'm almost losing, I just start talking
really loud, and then I win! It's awesome!
<</speech>>
<<narration>><</narration>>>
<<player-speech>>
Good then. I will make 3 argument, and if you can defeat my arguments, then you're a better human than me. But,
if you can't defeat my arguments, then I'm a better human, and you get to be the fish I catch. Deal?
<</player-speech>>
<<narration>>
The fish replies enthusiastically.
<</narration>>
<<speech>>
Deal! This is going to be so easy.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Then the battle of wits has begun.
<</player-speech>>
<<narration>>
[[Continue...|winter-court-ll-need-succeed-three-arguments-make]]
<</narration>><<prompt>>
You'll need to succeed in three arguments you make to the Crimson Darling. Each one will have a persuasion check with
it, but beware your assumptions, player! It isn't just the sky and the water that are inverted in this scenario!
<</prompt>>
<<narration>>
You think for a moment: What kind of argument would best convince a fish?
<</narration>>
<<include "winter-court-arguing-with-a-fish">><<if Ember.getSuccessfulArguments($pc) gte 3>>
[[Continue...|winter-court-crimson-darling-stares-vacantly-into-middle]]
<<else>>
<<set _unvisitedLinksOptions to [
{ text: "A Silly Argument, where the conclusion doesn't follow from the premises:", label: "My Uncle Ignoratio", passage: "winter-court-alright-red-harry-let-me-tell" },
{ text: "A Serious Argument, about a fish out of water:", label: "All Fish Live In Water", passage: "winter-court-alright-crimson-darling-tell-me-what" },
{ text: "A Knock 'em Dead Argument about reduced absurdities:", label: "Reductio!", passage: "winter-court-well-darling-i-will-tell-story" },
{ text: "A Fun Argument about circles:", label: "Beg for a Question", passage: "winter-court-alright-magestic-harry-i-have-argument" },
{ text: "An Unusual Argument about Scotsmen:", label: "Och Aye!", passage: "winter-court-well-listen-close-crimson-darling-i" }
]>>
<<set _unvisitedLinksHeader to "Which argument will you try?">>
<<include "OmniUnvisitedLinks">>
<</if>><<player-speech>>
Alright Red Harry, Let me tell you about my Uncle Ignoratio.<br/>
He was a good man. And a kind man. He was not a smart man. We had many theories on why he was lacking in brains, but
Aunt Elenchi had the best theory. And you'll see that it proves that fish can't win arguments.<br/>
She said one day, 'My Ignoratio, he's always going into the village to buy fish for dinner. Never eats nothing but
fish all day every day. And from the day I married him to this very day, he is the stupidest man that I ever did
meet. So I've figured it out.<br/>
Them fish is what's keeping him stupid! All fish must have a goodly bit of stupid in them, and Ol' Ignoratio, he
gets it in him when he eats them.<br/>
Now it stands to reason that if the thing making Ol' Ignoratio stupid was all the stupid in the fish he was eatin'
then all fish must be stupid. And I've never heard of no stupid person ever winnin' an argument.<br/>
So in conclusion, all fish must lose all arguments.'<br/>
And that was my Auntie Elenchi's argument. And you must see, Harry, that it must apply to you. You are a fish.
All fish must lose all arguments. Therefore you must lose this argument. And if you have lost this argument, then
I have won!
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-uncle-ignoratio-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-crimson-darling-looks-for-moment-if">>
<<elseif _totalResult lt _dc>>
<<run Ember.adjustSuccessfulArguments($pc, 1)>>
<<goto "winter-court-fish-s-bug-eyes-protrude-further">>
<</if>><<narration>>
The fish's bug eyes protrude further, like his head is being inflated. There is an awkward pause while the gears
turn in his head before he responds.
<</narration>>
<<speech>>
Aw man.that's a really good argument. I wish I'd thought of that one
<</speech>>
<<include "winter-court-arguing-with-a-fish">><<narration>>
The Crimson Darling looks at you for a moment, as if a new thought is doing it's best to form. But the moment passes,
and a look of vacant arrogance replaces it, accompanied by shouting.
<</narration>>
<<speech>>
NAW, THAT'S A DUMB ARGUMENT!!! SEE, I CAN SHOUT LOUD ENOUGH THAT IT'S BAD AND THAT MEANS I CAN'T HEAR IT, AND IF
I CAN'T HEAR IT THAT MEANS I WIN!!!
<</speech>>
<<narration>>
You rub the bridge of your nose, wondering what cruel god made it your fate to argue with a fish about humanity.
<</narration>>
<<include "winter-court-arguing-with-a-fish">><<player-speech>>
Alright Crimson Darling. Tell me what you think about this argument.<br/>
I will tell you three facts, and the conclusions that follow from them.<br/>
Fact the First: All talking fish use words.<br/>
Fact the Second: You use words.<br/>
Conclusion: You are a talking fish.<br/>
Fact the Third: No fish may also be a human.<br/>
Conclusion: You are not a human.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-uncle-ignoratio-result-check">>
<<include "OmniDiceRollCheck">><<player-speech>>
Well, Darling, I will tell you a story about how I learned something about fish. When first I came to know about
fish, every one I had ever met had fins and was to be found under the water. And so I was convinced that if a
thing had fins and lived underwater it must be a fish. Then one day my $pc.family.adjective $pc.family.relationship,
$pc.family.name tied some fins to a cow and drowned it in the nearby lake.<br/>
Now I knew for a fact that cows aren't fish. But that cow had fins, and if I needed to find it, it was underwater.
But I also knew that cow was a cow.<br/>
So either that cow was a cow and a fish, or I had my categories mixed up.<br/>
Well, I knew a cow couldn't also be a fish, so it must be true that not everything that had fins and could be
found underwater was a fish. And that cow proved it to me.<br/>
What do you think of that, Harry Darling?
<</player-speech>>
<<narration>>
The Crimson Darling squeezes his eyes shut, and turns a deeper shade of red as he tries to work out the logic.
<</narration>>
<<speech>>
Aw man! This would be so much easier if I knew what a cow is.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-uncle-ignoratio-result-check">>
<<include "OmniDiceRollCheck">><<player-speech>>
Alright, Magestic Harry. I have an argument for you.<br/>
I think you will agree with me that your name is Red, or Harry, or Crimson Darling. Am I correct?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
OH YEAH I'm definitely all of those fish!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Good, and unfortunately, I must inform you that one of the essential characteristics of any fish is that they not
be Harry.
<</player-speech>>
<<narration>>
Red nods his body.
<</narration>>
<<speech>>
Yeah you're right I've never seen a fish with hair before. That would be stupid.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Ah, but then you cannot possibly be a fish if you are Harry, can you, since there's no such thing as a hairy fish!
QED!
<</player-speech>>
<<narration>>
You explain with mock patience.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-uncle-ignoratio-result-check">>
<<include "OmniDiceRollCheck">><<player-speech>>
Well listen close, Crimson Darling, I will tell you about my Scottish Uncle Harry.
<</player-speech>>
<<narration>>
Red asks quick.
<</narration>>
<<speech>>
What's Scottish mean?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Mostly drunk. Now let me tell the story.<br/>
Uncle Harry once went into a bar.
<</player-speech>>
<<narration>>
Red interrupts again.
<</narration>>
<<speech>>
What's a bar?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
A thing you put up in a door so the mostly drunk people have something to walk into. Stop asking questions. Now where was I.<br/>
Ah yes. One day Harry went into a bar, and told a tall tale about this time he'd gone fishing-
<</player-speech>>
<<narration>>
Red interrupts.
<</narration>>
<<speech>>
HEY I'M AMAZING AT THAT!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
Would you SHUT UP, Darling? I'm trying to tell a story!<br/>
ANYWAYS, Uncle Harry was awfully good at spinning a yarn, and in this fishing story he was telling, his fish kept
getting larger, and larger, until finally someone in the bar yelled at him to sit down and shut up. <br/>
Well, Harry had a temper, so he took umbrage at this. 'Who interrupted mah tael!' he shouted.<br/>
And in the back a little man stood up with a pint in his hand and said, 'Ah ded!'.<br/>
And Harry responded, 'Whull, are ye callin' me a liar?'<br/>
And the little man said, 'I am that! I happen tae know you don't ken how to fish, and the only thing yeh've evar
feshed from the ocean was a wet log. No Scotsman who calls himself Harry would ever call a log a fish.'<br/>
'Whull, mah name is Harry, and ah ded! So what do ye say tae that???' my uncle replied.<br/>
'Harry yeh may THENK ye arr,' the little man said, 'But no TRUE Harry would ever mek sech a claim!'<br/>
And Uncle Harry thought about that, and set down his pint, and left the bar. And from that day forth was called
Harold, and he was sober from that day forth.<br/>
So you see, Darling, you can't be a TRUE Harry fish, because you drink all the time!
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-uncle-ignoratio-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
The Crimson Darling stares vacantly into the middle distance at the last of your arguments for an uncomfortable
beat. His head begins slowly growing, until you hear a small 'POOF', and a whisp of smoke floats out of his gills
and dissipates in the air. Evidently you've blown his mind.<br/>
You take advantage of his momentary incapacity to loop the Bounding Line through his slack-jawed mouth, out of his
gill, and tie it firmly to itself.<br/>
Congratulations, you've managed to catch the Crimson Darling! (He has made one of the classic blunders.Never go
in against a human when a fish is on the line.)<br/>
You hold the other end of the Bounding Line, and think hard about your next destination - the Summer Court. And,
after a few anxious seconds, Harry dives back down/up through the hole your body left in the ice and streaks off
away from the sun. You are pulled violently from the warm world in which you had been conversing with the fish,
back to the cold, dim corner of the Fey Realm you so recently escaped. You are dragged several yards on your face
along the ice by Harry's enthusiastic pulling on the Bounding Line before you regain your feet, and go bounding
after him.<br/>
[[Continue...|winter-court-crimson-darling-streaks-across-sky-astonishing]]
<</narration>><<narration>>
The Crimson Darling streaks across the the sky at an astonishing rate guiding you inherringly to your desire -
Lady Titania, Queen of the Summer Court and the final key to your return home.<br/>
You find that you are well able to follow the zipping and darting fish in the sky, though the terrain blurs magically
beneath your feet. Autumnal Mornings give way to brilliant Spring Dusks, and then finally, (counterintuitively),
the sun climbs the sky and takes its place at the zenith. You are certain now that you are approaching the Heart
of Summer.<br/>
And, in short order, you descend through the clouds and see a great city stretched before you.<br/>
You are certain it is a city, but it is unlike any city you have seen or imagined. It is, for lack of better words,
gloriously disordered. Trees and vines that are also houses and halls flow and stack in and upon one another upward
and outward and around and through. Living grows from dying. Vibrant color crowds upon itself. Life and motion
overflows in every corner. You are overwhelmed and dazzled by it.<br/>
When you have interpolated this scene, and your awe dissipates to some degree, you descend towards this mad garden
to find its ruler - Lady Titania.<br/>
[[Continue...|winter-court-reel-piscine-guide-leaving-him-wriggling]]
<</narration>><<narration>>
You reel in your piscine guide, leaving him wriggling on a short lead, still pulling you onward with a look of
glassy-eyed enthusiasm. He tugs you downward into the close-grown foliage of the city. The streets teem with strange
forms of life. Some is humanoid, or could pass for it. Some are flora or fauna. And still others blur all boundaries.<br/>
Great fronds dip to welcome you, inviting passage in a hundred directions. Branches bow to you. Flowers wave. And the
denizens watch you with a range of curious expressions. Some boldly approach you, touching, sniffing, licking sometimes,
or just watching.<br/>
But you spend little time in their company. You think it best to be as inconspicuous as possible, and the leading of
the Crimson Darling suggests you are right. You quickly descend, at his leading, and as you do the teeming life
disappears, replaced by the slow deliberate movements of every manner of rot and carrion eater. A pervading stench
of decay and death replaces the fresh, light scents of the upper world of the city.<br/>
You thread your way through this loathsome hidden world, jumping from half-consumed yellowed stem, to titanic,
partially putrfied corpses. Below you, you see a teeming morass of waste, that ripples and swells as if great worms
move beneath its surface.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Constitution">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-reel-piscine-guide-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-retch-but-able-suppress-bile-rises">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-stomach-heaves-groans-breathe-fetid-odor">>
<</if>><<narration>>
You retch, but you are able to suppress the bile that rises in your throat. By and by you are able to continue on.
This part of the journey had better be short.
<</narration>>
<<include "winter-court-when-have-recovered-continue-through-dark">><<narration>>
When you have recovered, you continue through the dark hidden world below the Heart of Summer. Your path is precarious
in the extreme, for there is no path in the conventional sense of the word. Your progress here is achieved by leaping
from leaf to leaf, and carefully sliding and climbing up dead stems, branches, and trunks, through a pervasive
greyish gloom.<br/>
You cannot see very far, but what you can see suggests a sad passing majesty. This is an underworld of the forgotten
sublime. You see a mighty tree that must measure its years in millenia. It spreads its branches in mute supplication
towards the scant light from above. It is a tragic monument to forgotten things. If ever there were an argument for
Winter's philosophy of immutability, you have found it.<br/>
You, however, are far more concerned with not dying.<br/>
As you walk down one of the great branches of the tree, you hear a soft skittering sound nearby.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-when-have-recovered-continue-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-freeze-for-long-moment-filled-with">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-freeze-for-long-moment-but-all">>
<</if>><<narration>>
You freeze for a long moment, filled with eerie semi-silence. Then just when you are about to dismiss your concerns as
a paranoid imagination, the skittering continues slowly, feather-soft in the gloomy air.
<</narration>>
<<prompt>>
What do you do?<br/>
<<link "Draw your <<print Ember.getItem($pc.weapon).name>> and ready yourself" "winter-court-combat-initiated-summer-centipede">>
<<run Ember.setStartNextCombatWithAdvantage($pc)>>
<</link>> -or-<br/>
[[Try to Hide|winter-court-hide-from-the-skitteries]]
<</prompt>><<set _diceRollCheck_header = null>>
<<set _targetStat = "Stealth">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-hide-from-the-skitteries-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-silently-can-let-out-bounding-line">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-freeze-hold-breath-hoping-against-hope">>
<</if>><<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("summer_centipede", "Summer Centipede")]>>
<<set _combatVictory = "winter-court-finish-great-centipede-off-with-final">>
<<set _combatDefeat = "winter-court-set-player-hp-1">>
<<set $combat = null>>
<<include "Combat">><<narration>>
You finish the great centipede off with a final blow, and watch it writhe and fold in on itself before falling off
the branch and disappearing into the gloom below. Several seconds later you hear a soft thudding impact, followed by
a deafening roar and the sound of tearing flesh.<br/>
Something below just had dinner, and you're awfully glad it wasn't you.<br/>
After a few moments rest while the adrenaline wears off, you continue on your way.<br/>
[[Continue...|winter-court-by-careful-navigation-come-last-underside]]
<</narration>><<narration>>
By careful navigation, you come at last to the underside of a mighty bloom, thousands of feet wide. You can see
lines on it's mighty trunk of a stem, like veins running down into the great morass of rot beneath, evidently drawing
life into itself from the death beneath.<br/>
You pull Red down to you and wish very hard for a way up.<br/>
Red stares vacantly into the middle-distance, then suddenly streaks upward and wriggles between petals of the great
flower, high above. You feel the Bounding Line in your hand twist and wriggle, then go taut. You tug on it a few
times - it feels as if it is firmly attached!<br/>
You wrap the Bounding Line around your hands and feet, and begin the arduous climb upwards, with only a think magical
gold thread between you and a morass of death.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Strength">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-by-careful-navigation-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-muscles-scream-protest-feel-cutting-chafe">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-nearing-top-line-exhaustion-creeping-into">>
<</if>><<narration>>
Your muscles scream in protest and you feel the cutting chafe of the Bounding Line on your hands, but you are
eventually able to pull yourself up the hundred feet of gold thread, and grasp the underside edge of one of the
colossal petals. You pull the petal down and manage to squirm and writhe your way to a safe place between the folds.<br/>
You find Red burrowed there, the Bounding Line wrapped securely around the great petal itself. His task for you is
done, so you carefully unbind the Bounding Line from his mouth and gills. The moment it is detached, his bug-eyed
vacant stare dissipates, to be replaced by the slightly less vacant stare he wore when you battled wits with him not
so long ago.
<</narration>>
<<player-speech>>
Go home, Red. And thanks for your help.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
I have NO idea what you're talking about, human. Also my wife is going to KILL me when I get home. Luckily, I'm the
best husband-fish ever, so she'll definitely forgive me probably. If she doesn't I'll just make loud noises until
she stops talk--
<</speech>>
<<narration>>
You interrupt.
<</narration>>
<<player-speech>>
RED. RED. I really don't care. Can you just go quietly, please?
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Oh yeah, That's definitely what I was going to do anyways.
<</speech>>
<<narration>>
he says. And he twirls about and disappears into thin air.<br/>
You roll your eyes, and turn back to the task at hand.<br/>
[[Continue...|winter-court-twist-slither-way-forward-between-petals]]
<</narration>><<narration>>
You twist and slither your way forward between the petals, until you see the welcome sight of sunlight peeking
through. The sweet scent of blooming flowers in high summer seeps through, dissipating any scent of rot from below
almost instantly.<br/>
You worm your way forward until you can see, From your hidden spot between the folds, a fantastic jubilee of color
greets your eyes.<br/>
You see an unfathomably large flower, with petals of every imaginable color stretching out to the edges of your
sight, opened full wide to the bright sun shining above. Creatures that blur the line between flora and fauna
mill and move about on its petals. Oaken nymphs and elven flowers watch from luminous eyes, and bizarre insctoids
hover and flit on and above you constantly.<br/>
At center of the massive bloom, very nearly within arm's reach of your current hiding spot, a throne of sorts is
woven of the great flower's style and filament. The anthers form a graceful hanging canopy that showers a constant
gentle rain of golden shimmering pollen down upon you.<br/>
On this throne sits she who is undoubtedly the Lady Titania. She is tall and slender, clothed in living branch
and leaf, that move and shuffle with a gentle murmur. A great living butterfly flutters on her bodice. Her red-gold
hair flows down her shoulders, and she wears a crown of fern, frond, and flower that has a gentle life of its own. In
her hand she holds a straight staff, topped with a luminous pink florette. She moves slowly and constantly, with the
steady restlessness of perpetual life.<br/>
You pull the Bounding Line near, intent upon catching her before she becomes aware. But the moment you do she calls
out to you without looking. Her voice is high, round, and lush. Words fall from her slow tongue like nectar.
<</narration>>
<<speech>>
Welcome to the Heart of Summer, you lovely little creature! The wind has blown you far and away! Come and sit with me!
<</speech>>
<<narration>>
[[Continue...|winter-court-she-watches-with-saccharine-smile-sideways]]
<</narration>><<narration>>
She watches you with a saccharine smile and a sideways eye as you emerge warily.
<</narration>>
<<player-speech>>
How did you know I was here?
<</player-speech>>
<<narration>>
You demand.
<</narration>>
<<speech>>
I know everything that happens in the Heart of Summer, $pc.name. Yes, of course I know your name.
<</speech>>
<<narration>>
And she giggles girlishly.
<</narration>>
<<speech>>
A little fairy friend at the Fete heard rumors of your name and your travels, and came back to whisper them in my
ear. Come! Sit! Sit!
<</speech>>
<<narration>>
A seat of delicate petal and stem weaves itself out of the flower beneath you, which is soft as down when you sit
on it.<br/>
Titania continues.
<</narration>>
<<speech>>
You must be so very tired, you dear sweet thing! Oh, The wilds of the Fey can be exhausting I know! So much color
and life!<br/>
Now, I am sure you have a delightful story to tell, full of every exciting thing, and I do so love a good tale!
Tell me about the most beautiful thing you have seen in your travels!
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[I have seen many beautiful things. I couldn't possibly choose between them|winter-court-i-have-seen-so-many-beautiful-2]] -or-<br/>
[[I think that you and the Heart of Summer are the fairest of them all!|winter-court-i-have-walked-many-paths-seen-2]] -or-<br/>
[[I think the Heart of Winter is past compare|winter-court-i-have-seen-many-things-my-2]]
<</prompt>><<player-speech>>
I have seen so many beautiful things, Lady Titania. I could not possibly choose between them. Besides, this place is
so different from my world, I would be a poor judge of its beauty.
<</player-speech>>
<<narration>>
Titania replies.
<</narration>>
<<speech>>
Oh come now, silly! Look with your eyes! What could possibly outshine the Heart of Summer? The sun lives in the sky
here, and gives light and life to everything forever!<br/>
But I have another question for you about your travels.
<</speech>>
<<narration>>
[[Continue...|winter-court-titania-rises-laces-her-arm-through]]
<</narration>><<narration>>
Titania rises and laces her arm through yours, guiding you gently on a stroll around the mighty flower's face, arm
in arm.
<</narration>>
<<speech>>
You are very interesting, $pc.name. You're a loose thread carrying a loose thread, but I rather like you. I think
we could be friends, and perhaps even help each other. Tell me, what do you know of the Bounding Line.
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I know enough, Lady Titania.
<</player-speech>>
<<prompt>>
How would you like to respond to Titania's question?<br/>
[[Make an ally of her (or at least pretend to)|winter-court-persuasion-deception-2]] -or-<br/>
[[Gain leverage by intimidating her|winter-court-you-bristle-immediately-2]]
<</prompt>><<prompt>>
Are you intending to speak truly, and form an alliance with Titania, or lying and remaining loyal to Morana?<br/>
Be carefule! Your past actions might affect this result!<br/>
[[I am speaking truly - I wish to make Titania an ally|winter-court-have-thought-long-about-what-saw-2]] -or-<br/>
[[I am lying - I am loyal to Morana for the time being|winter-court-i-know-enough-lady-titania-i-6]]
<</prompt>><<narration>>
You have thought long about what you saw in Morana's kingdom, and you want no part of it. Titania seems a better
ally than her counterpart.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-have-thought-long-about-result-check">>
<<include "OmniDiceRollCheck">><<if $pc.feyCourt is "winter">>
<<include "winter-court-failure-bound-winter-2">>
<<else>>
<<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<<include "winter-court-i-know-enough-lady-titania-i-4">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-i-know-enough-lady-titania-i-5">>
<</if>>
<</if>><<player-speech>>
I know enough, Lady Titania. I know the Bounding Line gives me leverage, so I am seeking an ally. I brought Vespera
to you as a gift of goodwill - a gift for the Queen of Summer.<br/>
And now it is your turn to give a gift of goodwill in turn. I wish to return home. Do you have the means to do it?
<</player-speech>>
<<narration>>
[[Continue...|winter-court-i-wish-return-home-reply-within-2]]
<</narration>><<player-speech>>
I wish to return home. Is that within your power?
<</player-speech>>
<<narration>>
Titania nods, a look of exaggerated sympathy on her face. There is a short silence before she replies.
<</narration>>
<<speech>>
I can send you home. It is difficult, but I AM the Summer Queen.
<</speech>>
<<narration>>
And she titters again.
<</narration>>
<<speech>>
But I have a confession: A little suspicion lives in me right now. Be a dear and tell me something, so I can put my
heart at rest. <br/>
I know that you must've had a bit of a chat with silly little Morana. Tell me - what did she tell you? Did she
make a pretty speech about order and harmony and preservation?
<</speech>>
<<narration>>
[[She did.|winter-court-did-she-make-say-some-flowery-2]]
<</narration>><<speech>>
And Did she make you say some flowery words about peace and and troves and such things?
<</speech>>
<<narration>>
You can hear behind the casual tone, the seriousness of the question.
<</narration>>
<<prompt>>
How will you respond to Titania?<br/>
<<if $pc.feyCourt is "winter">>
[[tell her the truth|winter-court-yes-i-have-spoken-oath-morana-2]] -or-<br/>
[[Lie about your oath|winter-court-choose-lie-titania-2]]
<<else>>
[[Tell her the truth|winter-court-she-tried-but-i-am-not-2]]
<</if>>
<</prompt>><<player-speech>>
Yes, I have spoken an oath to Morana.
<</player-speech>>
<<include "winter-court-reset-summer-score-1">><<narration>>
You choose to lie to Titania.
<</narration>>
<<player-speech>>
She tried, but I am not bound to Morana by any oath.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-choose-lie-titania-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<<include "winter-court-she-claps-her-hands-delight-oh-2">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-reset-summer-score-1">>
<</if>><<narration>>
She claps her hands in delight.
<</narration>>
<<speech>>
Oh wonderful! We can truly be the best of friends, for we have no secrets and none who can come between us! Let's you
and I promise to be best friends while you are here in our realm, $pc.name!!" Would you like that? I would like it
very much!
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[Swear the oath to Titania|winter-court-swear-oath-to-titania-3]] -or-<br/>
[[Refuse to swear the oath|winter-court-refuse-to-swear-oath-titania-3]]
<</prompt>><<narration>>
You think a moment, then reply.
<</narration>>
<<player-speech>>
If you swear to it, then I will as well.
<</player-speech>>
<<narration>>
She nods and claps delightedly, bouncing on her toes like an excited child.
<</narration>>
<<speech>>
Oh how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech>>
Hold this in your hand and repeat after me then!<br/>
By the moon, and by the shining sun,<br/>
by the sleeping one who dreams the dream<br/>
This oath I take until my waking's done<br/>
Against the summer I will make no scheme.
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
<<if $pc.feyCourt is "winter">>
[[Repeat the oath earnestly (but you are feybound to winter)|winter-court-repeat-oath-earnestly-even-though-bound-to-winter]] -or-<br/>
<<else>>
[[Repeat the oath earnestly|winter-court-repeat-titania-oath-earnestly-3]] -or-<br/>
<</if>>
[[Repeat the oath but withhold your true consent|winter-court-repeat-oath-but-withhold-true-consent-3]]
<</prompt>><<narration>>
You repeat the oath earnestly, following Titania's prompting.<br/>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.<br/>
<<link "Continue..." "winter-court-look-triumph-spreads-across-titania-s-2">>
<<run Ember.updateCourtFavor($pc, "summer", 5)>>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>>
<</narration>><<narration>>
A look of triumph spreads across Titania's face, before she throws her arms around you in an enthusiastic hug.
<</narration>>
<<speech>>
OH $pc.name, we are going to be the best of friends, and I promise I shall send you home. It's a difficult thing,
but it can be done!<br/>
Now, let me tell you how you might help me, and along the way we return you to your home.
<</speech>>
<<narration>>
[[Continue...|winter-court-i-have-little-scheme-i-ll-2]]
<</narration>><<speech>>
I have a little scheme, and I'll let you join me in it! "I am sure that Morana told you that only she can show you
the 'Ways of the Bounding Line'. That is a silly lie. She has a little control, but she can't really do anything
while you're holding it. She revealed it to you, and 'gave' it to you, didn't she?
<</speech>>
<<narration>>
You nod.
<</narration>>
<<speech>>
I thought so. I'll tell you a little secret - I don't really control it either! There. Now you know the secret, and
we're really friends! Very good, now let me guess, the Mother sent you all the way here to bind me up like a chicken,
and tow me back to meet her at the Fete. Yes?
<</speech>>
<<narration>>
Again, you nod.
<</narration>>
<<player-speech>>
My rendezvous with Morana is at the Sybaris Fete.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Of course it is. If you're going to crown a queen, where better?
<</speech>>
<<narration>>
[[Continue...|winter-court-let-me-tell-what-i-think-2]]
<</narration>><<speech>>
Let me tell you what I think, $pc.name. I think someone at the end of this whole scheme is going to end up being Queen
of the Feywild. That Bounding Line you're holding; it doesn't only bind up winter daughters and Fey-queens. Whichever
queen holds that lovely little gold thread will have the colors at her command, and will make the feywild in her own
image - Summer and Winter and all the times and seasons alike!<br/>
But we can't just take it from you. You have to give it to us, freely of your own accord. The magic of the Fey is
always bound up with thoughts and intentions - it makes everything so deliciously complicated!<br/>
So you get to crown the Queen, and the price you get to set for it is a way back home! We can wrap it up in a lovely
little bow, where each of us gets a present!<br/>
And oh, $pc.name I would make such a good queen! You've seen the Heart of Summer! Is it not beautiful and wonderful
and full of life! Look at little Vespera! She could see it truly, and I would wager you can too! My hand is open,
and everyone and everything grows as it pleases, and beautiful things happen at every moment! Morana's small little
Heart of Winter is so strict and motionless. It's like a prison where she lives with all the prisoners she calls
children. I don't have children! I only have friends!
<</speech>>
<<narration>>
[[Continue...|winter-court-so-here-s-what-we-ll-2]]
<</narration>><<speech>>
So here's what we'll do, you and I. We're going to spoil Morana's little party, and send you home, and make me queen
all at the same time! I'll pretend to be your prisoner - you can gussy me up with that golden line of yours, and
then at the magic moment, when Morana and you and I are all assembled, POOF, you can release me and bind her all
up with the Bounding Line, and give it to me! We'll open the way back for you, I get to be queen, and everybody
lives happily every after! What fun!<br/>
So what do you think, $pc.name? Is it not a wonderful delightfully crafty little plan I've made for us?
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[You would let me bind you with the Bounding Line?|winter-court-titania-schemes-continue-2]] -or-<br/>
[[It is a good plan|winter-court-titania-schemes-continue-2b]]
<</prompt>><<player-speech>>
Wait, you would consent to be bound with the Bounding Line?
<</player-speech>>
<<narration>>
She responds with surprising cheer.
<</narration>>
<<speech>>
Oh I have a guarantee, dear. You swore and oath! There's more than one way to bind someone here in the
Fey Realm, after all. So it will be mutual, you see? You have me wrapped up in your lovely golden thread, and I have
you wrapped around our little oath! That way we can be friends without any fear at all of ulterior motives!
<</speech>>
<<narration>>
[[Continue...|winter-court-titania-schemes-continue-2b]]
<</narration>><<speech>>
Oh good good good! Well there's not a moment to waste! Wrap me up with that lovely little thread, and let's go
catch Mama!
<</speech>>
<<narration>>
You oblige, and after some entirely unnecessary fussing about how and where she is to be bound, (She insists that
where you're bound, she needs to look her best while bound), you depart for the Sybaris Fete once again.<br/>
[[Continue...|winter-court-several-long-days-journey-back-through]]
<</narration>><<narration>>
You repeat the oath but withhold your true consent from it.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-repeat-oath-but-withhold-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-look-triumph-spreads-across-titania-s-2">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-reset-summer-score-1">>
<</if>><<narration>>
You look at her coldly and reply.
<</narration>>
<<player-speech>>
I do not trust you or your oaths, Titania. I know enough to see that swearing to anything here is fraught with danger.
I want no part of it.
<</player-speech>>
<<narration>>
Her lips pout, and she dawns a reproving look.
<</narration>>
<<speech>>
I do not understand you! There is no danger from me. I have told you, the creatures that call this home are as free as
can be, and do what they will when they will it!
<</speech>>
<<narration>>
She pauses, but you do not relent.<br/>
Eventually, she breaks the silence.
<</narration>>
<<speech>>
Fine then. Whether we are friends or no, what I want and what you want are on the same path to the same destination.
You wish to go home, and I wish to hold the Bounding Line.
<</speech>>
<<narration>>
[[Continue...|winter-court-well-here-then-i-ll-bigger]]
<</narration>><<player-speech>>
She tried, but I am not bound to Morana by any oath.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 12 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-she-tried-but-i-am-not-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-very-subtle-intake-breath-from-titania-2">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-titania-very-hard-read-2">>
<</if>><<narration>>
A very subtle intake of breath from Titania cues you that your lack of oath is VERY important to Titania, and
perhaps that remaining unbound by any oath might be a good idea, if you can manage it.
<</narration>>
<<include "winter-court-she-claps-her-hands-delight-oh-2">><<narration>>
Titania is very hard to read!
<</narration>>
<<include "winter-court-she-claps-her-hands-delight-oh-2">><<player-speech>>
I know enough, Lady Titania. I know the Bounding Line gives me leverage, so I am seeking an ally. I brough--
<</player-speech>>
<<narration>>
But Titania's eyes narrow in anger, and your words trail off. You don't know what your said, but something has
made her deeply suspicious of you.<br/>
[[Continue...|winter-court-reset-summer-score-1]]
<</narration>><<player-speech>>
I know enough, Lady Titania. I know the Bounding Line gives me leverage, so I am seeking an ally. I brough--
<</player-speech>>
<<narration>>
But even as you speak your intentions, your tongue freezes, and you head seems to split open with chilling pain.
You hear your own voice say.
<</narration>>
<<player-speech>>
By this pact I hold all winter's trove.
<</player-speech>>
<<narration>>
[[Continue...|winter-court-reset-summer-score-1]]
<</narration>><<player-speech>>
I know enough, Lady Titania. I know the Bounding Line gives me leverage, so I am seeking an ally.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-i-know-enough-lady-titania-i-6-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<<include "winter-court-add-one-summer-score-3">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-but-voice-warbles-on-lie-words-2">>
<</if>><<player-speech>>
If you can aid me in my purpose, I will give you my loyalty in return for the time that I am here. My only goal is
to return home. Do you have the means to do it?
<</player-speech>>
<<include "winter-court-i-wish-return-home-reply-within-2">><<narration>>
But your voice warbles on the lie, and your words fumble. Titania's eyes grow narrow and then wide with anger and
(you think perhaps) fear.
<</narration>>
<<include "winter-court-reset-summer-score-1">><<narration>>
You bristle immediately.
<</narration>>
<<player-speech>>
I know enough, Lady Titania. I know I can bind you as easily as I bound her. I know that you and Morana both wish
to use me for your own ends. And I know that I have my own purpose. I will make an alliance where my purpose runs
parallel with that of another, but I will not be used. Ever. Do not try me.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-you-bristle-immediately-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<<include "winter-court-add-one-summer-score-4">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-she-laughs-pats-arm-lovely-speech-2">>
<</if>><<narration>>
You feel through the arm Titania holds that she stiffens momentarily, before recovering. She laughs and pats your
arm.
<</narration>>
<<speech>>
A lovely speech! Very threatening. But we are to be friends, remember? I will help you, and you will help me, and
we will grow a beautiful friendship!<br/>
Tell me, what do you want more than anything in the whole wide world. Tell me, and I will give it to you!
<</speech>>
<<narration>>
[[I wish to return home.|winter-court-i-wish-return-home-reply-within-2]]
<</narration>><<narration>>
She laughs and pats your arm.
<</narration>>
<<speech>>
A lovely speech! Very threatening. But we are to be friends, remember? I will help you, and you will help me, and we
will grow a beautiful friendship!
<</speech>>
<<narration>>
She titters into her hand, feeling the fear in you no doubt.
<</narration>>
<<speech>>
You are as skittish as a little rabbit, but you're no fool - this world is a dangerous place for rabbits. Doubly for
foolish ones.<br/>
It's alright little rabbit, I'm your friend! What do you want more than anything in the whole wide world?
<</speech>>
<<narration>>
She says patronizingly<br/>
[[I wish to return home.|winter-court-i-wish-return-home-reply-within-2]]
<</narration>><<run Ember.updateCourtFavor($pc, "summer", 1)>>
<<player-speech>>
I have walked many paths and seen countless sights, but the Heart of Summer surpasses all!
<</player-speech>>
<<narration>>
Titania giggles.
<</narration>>
<<speech>>
Oh you do know how to make a girl feel special! Yes my Heart of Summer is glorious indeed! Did you know that every
one of my beautiful friends here is an artist? Every single one makes something beautiful every day! And when not
creating, we enjoy the beautiful things around us! Is this not the most wonderful life imaginable?<br/>
One day the Sleeping One will return, and I will show her everything we have created, and she will love it so very
much! Perhaps if you are lucky you could be here too!<br/>
But I have another question for you about your travels.
<</speech>>
<<narration>>
[[Continue...|winter-court-titania-rises-laces-her-arm-through]]
<</narration>><<run Ember.updateCourtFavor($pc, "summer", -1)>>
<<player-speech>>
I have seen many things in my travels across the Feywilds. The Sybaris Fete was a wonder, and your Heart of Summer
truly has its glories. But to my humble eyes, the most glorious sight was Morana's Heart of Winter. Truly the
beauty she preserves there is the most glorious sight in all the Fey Realms.
<</player-speech>>
<<narration>>
Titania's eyes narrow dangerously.
<</narration>>
<<speech>>
So you love dear Mother Morana's little ice kingdom, do you? Well it is to be expected I suppose. You are from a
different world, and couldn't possibly know what real beauty is.
<</speech>>
<<narration>>
She is clearly irritated.<br/>
[[Continue...|winter-court-titania-rises-laces-her-arm-through]]
<</narration>><<narration>>
You are nearing the top of the line, exhaustion creeping into your muscles, when the Bounding Line slips from between
your hands. You grasp at it and flail in the air frantically, but you cannot regain your hold. You plunge toward the
murky mass of rot beneath you.
<</narration>>
<div id="winter-court-nearing-top-line-fadein"></div>
<<timed 2s>>
<<replace "#winter-court-nearing-top-line-fadein" transition>>
<<include "winter-court-nearing-top-line-fadein-2">>
<</replace>>
<</timed>><<run Ember.adjustHp($pc, -Ember.rollD12())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
As the surface accelerates nightmarishly towards you, you close your eyes. But instead of a painful, cold, wet
impact, you feel a sudden violent jerk, that wrenches your left leg out of its socket!<br/>
You swing back and forth for a time, your head mere feet above the churning, squirming mass. Your leg is agony.<br/>
After a time, the pendulum movement lessens, and your head clears. With agonizing slowness you right yourself and
begin your second arduous ascent of the Bounding Line to the great bloom above.<br/>
[[Continue...|winter-court-muscles-scream-protest-feel-cutting-chafe]]
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
Your foe is too powerful you, and you feel your bleeding and broken body being dragged away as your consciousness
slips into darkness.<br/>
Untold time later you are awakened by tugging, which turns out to be Red pulling on the Bounding Line. You are in
a stinking nest of sorts, piled high with bones and half-rotted corpses of flora and fauna. Somehow, you are alive -
a deferred meal apparently.<br/>
Everything hurts, but you drag yourself out of the nest, and tend to your wounds as best you can as you limp away
quickly. Can't do that too often.it's bad for your health.<br/>
[[Continue...|winter-court-by-careful-navigation-come-last-underside]]
<</narration>><<narration>>
As silently as you can, you let out the Bounding Line. Red flits away higher into the darkness and with the slack
now available on the line, you snare a forking branch above you, and pull yourself upwards, until you are hanging 6
feet in the air above the lower branch. You hold your breath.<br/>
A moment later the source of the soft skittering makes itself known. A great clammy white centipede, as thick around
as your thigh, peeks its head around from the underside of the branch upon which you walked mere moments ago. Its
long antennae probe and search the branch, you imagine with a certain amount of confusion at the absence of any source
of disturbance. Small hissing and clicking noises emanate from it. It spends several minutes inspecting every inch of
the branch you just vacated, before scuttling out of sight along the branch.<br/>
You breathe a careful sigh of relief, and climb up to the branch above you, certain that the branch you just abandoned
now contains dangers you narrowly missed encountering.<br/>
[[Continue...|winter-court-by-careful-navigation-come-last-underside]]
<</narration>><<narration>>
You freeze and hold your breath, hoping against hope that you can remain undetected where you stand.<br/>
A moment later the source of the soft skittering makes itself known. A great clammy white centipede, as thick around
as your thigh, peeks its head around from the underside of the branch upon which you walked mere moments ago. Its
long antennae probe and search the branch, then your foot, your leg, your torso.<br/>
Its around the time when the creature is approaching your face that you decide the jig is up, and with a great cry
push the creature off and draw your <<print Ember.getItem($pc.weapon).name>>!<br/>
The creature flails backwards, then hisses angrily and rears up on its back end, revealing two long rows of moist
black legs flailing in the air, along with an eyeless face with long antennae and short angry pedipalps that thrash
menacingly!<br/>
You are frozen in fear for a moment, before you recover and set your feet for combat.<br/>
<<link "Combat Initiated!" "winter-court-combat-initiated-summer-centipede">>
<<run Ember.setNextCombatEnemyAdvantage($pc)>>
<</link>>
<</narration>><<narration>>
You freeze for a long moment, but all you hear is the eerie semi-silence.nothing.<br/>
Must have been your imagination.
<</narration>>
<<include "winter-court-continue-had-gone-before-hoping-against">><<narration>>
You continue as you had gone before hoping against hope that it was indeed just your imagination, but it is not
to be.<br/>
You suddenly hear a sharp hiss, at the same moment you feel your legs jerked from beneath you. You fall with a jarring
thud onto the branch, and feel a sudden squirming weight upon you. A great clammy white centipede, as thick around as
your thigh, hisses angrily and rears up on its back end, revealing two long rows of moist black legs flailing in the
air, along with an eyeless face with long antennae and short angry pedipalps that thrash menacingly!<br/>
You squirm and flounder, and finally manage to get your <<print Ember.getItem($pc.weapon).name>> free, but your hungry
adversary definitely has the upper hand.or leg.<br/>
<<link "Combat Initiated!" "winter-court-combat-initiated-summer-centipede">>
<<run Ember.setStartNextCombatWithAdvantage($pc)>>
<</link>>
<</narration>><<narration>>
Your stomach heaves and groans as you breathe in the fetid odor. It is in your nostrils, and on your tongue and on
your skin. You vomit, and vomit again, until there is nothing left inside you.<br/>
You are eventually able to stand, but you feel much weakened.<br/>
<<link "Continue..." "winter-court-when-have-recovered-continue-through-dark">>
<<run Ember.adjustHp($pc, -Ember.rollD8())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
You land on your head. On the ice. It hurts about as badly as you'd expect, but for a brief instant, you thought you
felt the surface think about giving way and letting you through.<br/>
Maybe if you believe just a little harder? It worked for Arthur Dent, after all.<br/>
<<link "Try again" "winter-court-absurd-idea-but-so-place-perhaps">>
<<run Ember.adjustHp($pc, -Ember.rollD6())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
There is literally nothing to see. Those are the instructions you received. Find a place where you're so cold you can't
feel your own face, and there's literally nothing to see. Why would you be making a perception check to see nothing?
Wait, whose writing this story anyways? Are they even paying attention to continuity? I'm going to go write a strongly
worded letter.<br/>
[[Continue...|winter-court-cold-beginning-take-its-toll-on]]
<</narration>><<speech>>
Ah, The Dawnward Sun. I know where to find the Dawnward Sun! Come, I will show you.
<</speech>>
<<narration>>
And suddenly the light coalesces to a point, and zips away into the woods!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-ah-dawnward-sun-i-know-where-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-dive-after-light-frantic-pursuit-racing">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-awake-bone-cold-curled-on-ground">>
<</if>><<narration>>
You awake bone-cold. You are curled on the ground in a snowy hovel, the mottled light from the moon shining down on
you. Frost clings to your clothes, hair, and face, burning every inch of exposed skin.<br/>
Your clouded mind remember an eternal journey that led nowhere, and the slow bleed of exhaustion before you collapsed.
A warm light covered you before your eyes closed and the cold took you into its embrace.<br/>
You open your eyes and carefully flex your limbs, which burn in painful protest. You cannot feel your hands or feet.
Eventually, you raise your head and look around.<br/>
You are in a nest of sorts, made between the hollows of trees. On ever side there are bones of creatures long dead
that stare back at you. You start in horror and scramble out of the nest, fleeing for your life from the lair of the
Lantern Ghouls, and towards what you can only hope is Dawnward.<br/>
<<link "Continue.." "winter-court-many-long-hours-later-have-left">>
<<run Ember.removeHighestInspiration($pc)>>
<<run Ember.removeLowestInspiration($pc)>>
<<run UI.update()>>
<</link>><<speech>>
Ah, The Dawnward Sun. I know where to find the Dawnward Sun! Come, I will show you.
<</speech>>
<<narration>>
And suddenly the light coalesces to a point, and zips away into the woods!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-ah-dawnward-sun-i-know-where-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-dive-after-light-frantic-pursuit-racing">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-awake-bone-cold-curled-on-ground">>
<</if>><<narration>>
You close your eyes and hold your breath, hoping against hope that whatever this is, it will pass you by. When at
length, you open your eyes a fraction, the light is all around you. A sourceless and phaseless voice titters, high
and tremulous in the night air, then speaks,
<</narration>>
<<speech>>
WHY DO YOU CLOSE YOUR EYES, TRAVELER?
<</speech>>
<<prompt>>
How will you respond?<br/>
[[I seek the darkkness|winter-court-i-seek-darkness-reply]] -or-<br/>
[[I am afraid of this forest|winter-court-i-am-afraid-forest-i-need]]
<</prompt>><<player-speech>>
I seek the darkness.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
And why do you shut your eyes so tight?
<</speech>>
<<narration>>
The voice trembles.
<</narration>>
<<prompt>>
How will you respons?<br/>
[[the darkness flees when I open them|winter-court-darkness-flees-when-i-open-them]] -or-<br/>
[[Because I fear the Dawnward Sun will kill it|winter-court-ah-dawnward-sun-i-know-where]]
<</prompt>><<player-speech>>
The darkness flees when I open them! It flees even now!
<</player-speech>>
<<narration>>
You reply, in mock agitation.
<</narration>>
<<speech>>
How does one bring the darkness back?
<</speech>>
<<narration>>
The voice trembles.
<</narration>>
<<player-speech>>
Close your eyes, and you will see!
<</player-speech>>
<<narration>>
You peek from behind your closed lids, and watch the warm light extinguish in an instant.
<</narration>>
<<player-speech>>
Ah! Hello darkness, my old friend! Open your eyes! The darkness is back, and I would have you meet it!
<</player-speech>>
<<narration>>
The light flicks on.
<</narration>>
<<player-speech>>
NO! It is gone again!
<</player-speech>>
<<narration>>
You yell!<br/>
The light flicks off again.
<</narration>>
<<player-speech>>
Ah it is back again!
<</player-speech>>
<<narration>>
The light flicks on.
<</narration>>
<<player-speech>>
STOP STOP STOP! THE DARKNESS IS GONE!
<</player-speech>>
<<narration>>
The tremulous voice complains.
<</narration>>
<<speech>>
But I wish to see the darkness! Why does the darkness flee from me?
<</speech>>
<<narration>>
The voice cries, with the light extinguished once again.
<</narration>>
<<speech>>
Darkness! Do not flee! I wish to see you! Darkness! DARKNESS! DARKNESSDARKNE-DARK-DARKDARKDARKDARKDARKDARK!
<</speech>>
<<narration>><</narration>>
<<player-speech>>
WE MUST ASK THE DAWNWARD SUN! HE HAS TAKEN THE DARKNESS AND HIDDEN IT!
<</player-speech>>
<<narration>>
You cry!<br/>
The light begins flicking on and off erratically, jerking and bumping as it zips through the forest.<br/>
[[Pursue the light|winter-court-dive-after-light-frantic-pursuit-racing]]
<</narration>><<player-speech>>
I am afraid of this forest! I need to find the land of Deepest Winter, where the Dawnward Sun rises.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Ah, The Dawnward Sun. I know where to find the Dawnward Sun! Come, I will show you.
<</speech>>
<<narration>>
And suddenly the light coalesces to a point, and zips away into the woods!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-i-am-afraid-forest-i-need-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-dive-after-light-frantic-pursuit-racing">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-awake-bone-cold-curled-on-ground">>
<</if>><<narration>>
You call out loudly into the dark night.
<</narration>>
<<player-speech>>
Who are you? And why do you pursue me? Show yourself?
<</player-speech>>
<<narration>>
The light, once faraway, flicks towards you with frightening rapidity, but reveals no form. Only a ourceless and
phaseless voice titters, high and tremulous in the night air, then speaks.
<</narration>>
<<speech>>
WHY DO YOU CALL OUT IN THE NIGHT, TRAVELER?
<</speech>>
<<prompt>>
How will you respond?<br/>
[[I seek silence|winter-court-i-seek-silence-reply]] -or-<br/>
[[I wish to know who you are|winter-court-i-wish-know-who-reply-voice]]
<</prompt>><<player-speech>>
I seek silence.
<</player-speech>>
<<narration>>
The voice trembles.
<</narration>>
<<speech>>
Why can you not find it?
<</speech>>
<<prompt>>
How will you respond?<br/>
[[It keeps running away when I call|winter-court-keeps-running-away-when-i-call]] -or-<br/>
[[It is hiding where the morning sun touches the deepest winter|winter-court-ah-dawnward-sun-i-know-where]]
<</prompt>><<player-speech>>
It keeps running away when I call. Could you call to it and summon it for me?
<</player-speech>>
<<narration>>
The warm light that surrounds you wavers and splutters a little.
<</narration>>
<<speech>>
Is it not here?
<</speech>>
<<narration>>
The sourceless voice quivers.
<</narration>>
<<player-speech>>
No it left again just now. I must find it. Can you pursue it with me, and call after it? Perhaps it hides behind the Duskward Sun.
<</player-speech>>
<<narration>>
The warm light flickers and wavers, and the tremulous voice gets higher and more agitated.
<</narration>>
<<speech>>
Silence? Silence? SILENCE! SILENCE SILENCE SILENCESILENCSILENCE!!!!
<</speech>>
<<narration>>
And suddenly the light coalesces to a point, and zips away into the woods!<br/>
[[Pursue the light|winter-court-dive-after-light-frantic-pursuit-racing]]
<</narration>><<player-speech>>
I wish to know who you are.
<</player-speech>>
<<narration>>
You reply to the voice.
<</narration>>
<<speech>>
I am a warm light in a dark forest!
<</speech>>
<<narration>>
The sourceless voice states.
<</narration>>
<<speech>>
What is it you seek?
<</speech>>
<<narration>><</narration>>
<<player-speech>>
I need to find the land of Deepest Winter, where the Dawnward Sun rises.
<</player-speech>>
<<narration>><</narration>>
<<speech>>
Ah, The Dawnward Sun. I know where to find the Dawnward Sun! Come, I will show you.
<</speech>>
<<narration>>
And suddenly the light coalesces to a point, and zips away into the woods!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Wisdom">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-i-wish-know-who-reply-voice-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-dive-after-light-frantic-pursuit-racing">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-awake-bone-cold-curled-on-ground">>
<</if>><<narration>>
You remember ghostly tales from your youth of dark forests and the creatures who live there, who will tempt lost
and desperate travelers further into the forest to their doom. 'Lantern Ghouls'. That was it. They were always
luring adventurers into the woods, but you can't recall for the life of you how you could escape them.<br/>
[[Continue...|winter-court-warm-light-gets-little-brighter-stand]]
<</narration>><<narration>>
Morana's still and steady face is too hard for you to read.
<</narration>>
<<include "winter-court-how-am-i-find-crimson-darling">><<narration>>
Morana's still and steady face is too hard for you to read.
<</narration>>
<<include "winter-court-third-element-for-thinning-bounds-most-2">><<narration>>
After a few moments, Morana masters herself once more - her former anger disappears into stony unreadability as
quickly as it emerged.
<</narration>>
<<speech>>
You have much work to do to restore my faith in you, bastard child. You may yet attain your return home by my hand,
but I will warn you only once. You are Feybound to Winter now, and my mercy extends to this and this only. Should you
fail or cross me in any way, you will find your eventual death to be a mercy.<br/>
Even so we may yet accomplish much together - I see in the falling snow the coming change: peace amongst the Fey by
my hand, and a path home for you.<br/>
Three things must be present to thin the walls between worlds at will. The same three things will end the tragic
rift at the heart of the Feywild, and unite the Fey once again.<br/>
I am the first of them.<br/>
The second is The Bounding Line. It is a magical thread that runs through many parts of the Fey Realm, but I alone
can make it manifest and turn it to my own ends. I will lend it to you, and teach you its use.
<</speech>>
<<narration>>
And she reaches into thin air and draws from it the end of a gold thread that trails from her hand, around your foot,
and off into nothing. You see no clear end. It just.trails off and disappears.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-after-few-moments-morana-masters-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-morana-definitely-not-revealing-full-extent-4">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-morana-s-still-steady-face-too-4">>
<</if>><<narration>>
Morana is definitely not revealing the full extent of the Bounding Line's mythos and power. You wonder briefly if
you could bind Morana herself with it. Hmmm.
<</narration>>
<<include "winter-court-third-element-for-thinning-bounds-most-2">><<narration>>
Morana's still and steady face is too hard for you to read.
<</narration>>
<<include "winter-court-third-element-for-thinning-bounds-most-2">><<narration>>
Having extracted the promise she desired, Morana subsides - her former anger disappears into stony unreadability as
quickly as it emerged.
<</narration>>
<<speech>>
You have much work to do to restore my faith in you, bastard child. You may yet attain your return home by my hand,
but I will warn you only once. You are Feybound to Winter now, and my mercy extends to this and this only. Should you
fail or cross me in any way, you will find your eventual death to be a mercy.<br/>
Even so we may yet accomplish much together - I see in the falling snow the coming change: peace amongst the Fey by
my hand, and a path home for you.<br/>
Three things must be present to thin the walls between worlds at will. The same three things will end the tragic
rift at the heart of the Feywild, and unite the Fey once again.<br/>
I am the first of them.<br/>
The second is The Bounding Line. As you already know, it follows you with every step you take across the wilds of the
Fey, but it is only through my intercession that you might make use of it. I will teach you its uses so we may achieve
our ends.
<</speech>>
<<narration>>
And she reaches into thin air and draws from it the end of a gold thread that trails from her hand, around your foot,
and disppears into nothing.
<</narration>>
<<speech>>
This is the Bounding Line made manifest. I have invested it with a limited power to bind whomever it touches. As you
well know, you are already bound up with it yourself. You will use it in my service, and I will in my turn serve you
in sending you home.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-having-extracted-promise-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-morana-definitely-not-revealing-full-extent">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-morana-s-still-steady-face-too">>
<</if>><<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-make-insight-check-on-mother-morana-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-mother-morana-s-eyes-flicked-chest">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-mother-morana-sighs-very-well-if">>
<</if>><<narration>>
Mother Morana's eyes flicked to your chest, your wrist, and then to your left foot, and her face betrays a fleeting
moment's frustration. The outer calm she projects hides a turmoil and anxiety within her. You are sure of it. These
negotiations with you are not going as she had planned, and it has discomfitted her to the point that a calm control
cultivated for generations has broken enough for you to see. You file this intuition away as useful information.
<</narration>>
<<include "winter-court-mother-morana-sighs-very-well-if">><<narration>>
Mother Morana sighs.
<</narration>>
<<speech>>
Very well. If you will not consent to a Fey agreement in the house of the Fey, will you agree simply that our interests
run along the same path, and that a boon to me is likewise a step towards your return home? Find me what I need, and
I will send you home. Will this allay your fears?
<</speech>>
<<narration>>
[[Continue...|winter-court-morana-masters-herself-moment-her-former-2]]
<</narration>><<narration>>
Morana masters herself in a moment - her former anger disappears into stony unreadability as quickly as it emerged.
<</narration>>
<<speech>>
You have much work to do to restore my faith in you, bastard child. You may yet attain your return home by my hand,
but I will warn you only once. My mercy extends to this and this only. Should you fail, pray that we of the Winter
never find you here or elsewhere!<br/>
Even so we may yet accomplish much together - I see in the falling snow the coming change: peace amongst the Fey by my
hand, and a path home for you.<br/>
Three things must be present to thin the walls between worlds at will. The same three things will end the tragic
rift at the heart of the Feywild, and unite the Fey once again.<br/>
I am the first of them.<br/>
The second is The Bounding Line. As you already know, it follows you with every step you take across the wilds of the
Fey, but it is only through my intercession that you might make use of it. I will teach you its uses so we may achieve
our ends.
<</speech>>
<<narration>>
And she reaches into thin air and draws from it the end of a gold thread that trails from her hand, around your foot,
and disppears into nothing.
<</narration>>
<<speech>>
This is the Bounding Line made manifest. I have invested it with a limited power to bind whomever it touches. As you
well know, you are already bound up with it yourself. You will use it in my service, and I will in my turn serve you
in sending you home.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-morana-masters-herself-moment-result-check-2">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-morana-definitely-not-revealing-full-extent">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-morana-s-still-steady-face-too">>
<</if>><<narration>>
Morana's motherly smile widens.
<</narration>>
<<speech>>
You are good-hearted, mortal. A good heart always has a place amongst my children.<br/>
Let us make a binding. I would be as a mother to you, holding you under my protection until I can make a way home
for you. All I ask is peace between us - that you promise to never raise your hand against us while you call this
realm home. It is the way amongst us, that bonds be forged in magic. I will be held to it even as you are, that
neither can bring the other to harm while still we walk this world.
<</speech>>
<<narration>>
And Morana holds her crooked staff out to you.
<</narration>>
<<prompt>>
How will you respond to Moranan?<br/>
[[Take the oath with Morana|winter-court-take-oath-with-morana]] -or-<br/>
[[Recite the oath, but withhold your true assent from it|winter-court-recite-oath-but-withold-true-assent-2]]
<</prompt>><<set _diceRollCheck_header = "Try to recite the oath, but witthold your true assent">>
<<set _targetStat = "Wisdom">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-recite-oath-but-withold-true-assent-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-take-staff-recite-after-her">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-take-staff-recite-after-her-3">>
<</if>><<narration>>
You take the staff and recite after her.
<</narration>>
<<player-speech>>
By this pact we hold all winter's trove<br/>
Our lives and wills to this our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</player-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it. But
no sooner is the oath complete, than the silvery thread disappears in a shimmering mist.<br/>
Mother Morana gives you a questionsome look, a hint of frustration at its edges.
<</narration>>
<<speech>>
Mortals are such odd creatures. Why do you refuse the offered oath with your heart, while your mouth speaks the words?
Would you not be my child? This I cannot understand.
<</speech>>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<<narration>>
<<if Ember.isWearingPendant($pc)>>
[[Continue...|winter-court-no-matter-she-continues-i-have]]
<<else>>
[[Continue...|winter-court-morana-s-once-steady-kind-eyes]]
<</if>>
<</narration>><<narration>>
Morana's once steady, kind eyes grow cold and stony as oldest ice. In an instant and with perfect ease she grasps you
by the throat and lifts you off the ground. Your legs flail beneath you.
<</narration>>
<<speech>>
If I needed further proof that the colors of my world are wasted on your kind, you have provided it to me in abundance.
Yet even so, you have your uses.<br/>
I have a task for you, mortal. You will accomplish it. All of it. Perfectly. According to my will. If you do this,
I will send you home instead of killing you. Fail in the smallest iota, and I will take great delight in crushing the
life out of you with my own hand.<br/>
You will begin by swearing to peace with the court of winter. Do you understand?
<</speech>>
<<narration>>
You croak.
<</narration>>
<<player-speech>>
Yes.
<</player-speech>>
<div id="winter-court-morana-s-once-steady-kind-eyes-fadein"></div>
<<timed 2s>>
<<replace "#winter-court-morana-s-once-steady-kind-eyes-fadein" transition>>
<<include "winter-court-morana-s-once-steady-kind-eyes-fadein-2">>
<</replace>>
<</timed>><<narration>>
Morana releases her hand from your throat, only to replace it with her crooked staff, looped around the back of your
neck and holding you still teetering on the edge.
<</narration>>
<<speech>>
Follow my words, mortal, and I will not kill you. For now.
<</speech>>
<<narration>>
And she recites again the oath, watching you with fierce eyes as you repeat her words.<br/>
When the oath is complete she yanks her staff back from the edge, tossing you contemptuously to the floor. You collapse
in a heap, coughing and gasping for air.<br/>
[[Continue...|winter-court-morana-masters-herself-with-difficulty-after]]
<</narration>><<narration>>
As you Morana masters herself with difficulty after a few moments - her former anger dissipates into stony
unreadability.
<</narration>>
<<speech>>
Your life hangs by a thread, fool, and that thread is my good pleasure and the oath you have taken. Cut the thread,
and you will beg for death, and then die. You may yet attain your return home, for I am as true to my word as you are
fickle, but stray even a step to one side or the other, and the oath we have spoken will extract it's toll. And neither
I nor any other soul in this realm or any other will lament your passing.<br/>
I see in the falling snow a coming change: peace amongst the Fey by my hand. You will help me attain it, because along
this line our interests converge.<br/>
Three things must be present to thin the walls between worlds at will. The same three things will end the tragic rift
at the heart of the Feywild, and unite the Fey once again.<br/>
I am the first of them.<br/>
The second is The Bounding Line. It is a magical thread that runs through many parts of the Fey Realm, but I alone can
make it manifest and turn it to my own ends. I will manifest it for you, and lend it to you for our purposes.
<</speech>>
<<narration>>
And she reaches into thin air and draws from it the end of a gold thread that trails from her hand, around your foot,
and off into nothing. You see no clear end. It just.trails off and disappears.<br/>
[[Continue Listening|winter-court-third-element-for-thinning-bounds-most-2]]
<</narration>><<run Ember.setCourtFavor($pc, "winter", -1)>>
<<narration>>
The motherly warmth you have hitherto felt from Morana extinguishes like a candle in a winter draft. Her smile becomes
a stony glare, and her eyes become cold and calculating. At length, she comes to a decision and speaks.
<</narration>>
<<speech>>
I have misjudged you, mortal. I thought to find in you a friend of the Children of Winter, and an adopted child for
such time as you were here. It appears it is not to be.<br/>
But, fate makes strange bedfellows. I believe I have a use for you, and you for me.<br/>
It is within my power, and my power alone to send you home, and I know this to be your desire. There are conditions
that must be met before I can accomplish this. Meet them for me, and I will send you back to your world. You need
never see me or this place again, and my realm will be safe again from your clumsy meddlings.<br/>
The first of my conditions is a pact amongst allies: It is the way of the winter to seal agreements by magic. By
this we will both be bound, so that in the absence of friendship there is at least a promise of peace.
<</speech>>
<<narration>>
And Morana holds her crooked staff out to you.
<</narration>>
<<prompt>>
How will you respond to Morana?<br/>
[[Take the oath with Moranan|winter-court-take-staff-recite-after-her-4]] -or-<br/>
[[Recite the oath, but withhold your true assent from it|winter-court-recite-oath-but-withold-true-assent-3]]
<</prompt>><<narration>>
You take the staff and recite after her
<</narration>>
<<player-speech>>
By this pact we hold all winter's trove<br/>
Our lives and wills to this our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</player-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.
<</narration>>
<<speech>>
The pact is sealed. You are bound to peace with us. Be glad, mortal. Few of your kind have ever so sworn with us.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-having-extracted-promise-she-desired-morana">>
<<run Ember.setFeyCourt($pc, "winter")>>
<</link>>
<</narration>><<set _diceRollCheck_header = "Try to recite the oath, but witthold your true assent">>
<<set _targetStat = "Wisdom">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-recite-oath-but-withold-true-assent-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-take-staff-recite-after-her-5">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-take-staff-recite-after-her-6">>
<</if>><<narration>>
You take the staff and recite after her:
<</narration>>
<<player-speech>>
By this pact we hold all winter's trove<br/>
Our lives and wills to this our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</player-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.
<</narration>>
<<speech>>
The pact is sealed. You are bound to peace with us. Be glad, mortal. Few of your kind have ever so sworn with us.
<</speech>>
<<narration>>
By some intuition, you are utterly certain that the oath you just spoke had no binding effect upon you whatsoever.
A useful state of affairs!<br/>
[[Continue...|winter-court-having-extracted-promise-she-desired-morana]]
<</narration>><<narration>>
You take the staff and recite after her:
<</narration>>
<<player-speech>>
By this pact we hold all winter's trove<br/>
Our lives and wills to this our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</player-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it. But
no sooner is the oath complete, than the silvery thread disappears in a shimmering mist.<br/>
Mother Morana's face changes in an instant. Her eyes grow cold and stony as oldest ice.
<</narration>>
<<speech>>
You fool! Have I not spoken plainly? The price of my forbearance is peace! Would you inflict the violence of lies
upon us from the very infancy of our alliance? Would you prefer death, because I will gladly arrange it!
<</speech>>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<<narration>>
<<if Ember.isWearingPendant($pc)>>
[[Continue...|winter-court-no-matter-she-continues-i-have]]
<<else>>
[[Continue...|winter-court-morana-stands-silently-for-time-then]]
<</if>>
<</narration>><<narration>>
Morana stands silently for a time, and then speaks, low and intense.
<</narration>>
<<speech>>
If I needed further proof that the colors of my world are wasted on your kind, you have provided it to me in abundance.
Yet even so, you have your uses.<br/>
I have a task for you, mortal. You will accomplish it. All of it. Perfectly. According to my will. If you do this, I
will send you home instead of killing you. Fail in the smallest iota, and I will take great delight in crushing the
life out of you with my own hand.<br/>
You will begin by swearing to peace with the court of winter. If you do not I will kill you. Do you understand?
<</speech>>
<<narration>>
You Nod.
<</narration>>
<div id="winter-court-morana-stands-silently-for-time-then-fadein"></div>
<<timed 2s>>
<<replace "#winter-court-morana-stands-silently-for-time-then-fadein" transition>>
<<include "winter-court-morana-stands-silently-for-time-then-fadein-2">>
<</replace>>
<</timed>><<speech>>
Follow my words, mortal. I will not ask again.
<</speech>>
<<narration>>
And she recites again the oath, watching you with fierce eyes as you repeat her words.<br/>
When the oath is complete she nods in cold satisfaction.
<</narration>>
<<speech>>
We are Feybound now, mortal. I to you, and you to me. Heed that well.
<</speech>>
<<narration>>
[[Continue...|winter-court-having-extracted-promise-she-desired-morana]]
<</narration>><<run Ember.setCourtFavor($pc, "winter", -1)>>
<<narration>>
Even as your lips form the answers to her questions, the motherly warmth you have hitherto felt from Morana
extinguishes like a candle in a winter draft. Her smile becomes a stony glare, and her eyes become cold and
calculating.<br/>
She advances on you menacingly.
<</narration>>
<<speech>>
I have misjudged you, mortal. I thought to find in you a friend of the Children of Winter, and a ward for such time
as you were here. It appears it is not to be. If I needed further proof that the colors of my world are wasted on your
kind, you have provided it to me in abundance. Yet even so, you have your uses.<br/>
It is within my power, and my power alone to send you home, and I know this to be your desire. My realm, and the
interests of the Fey would be well served by the absence of your meddlings. But, there are conditions that must be
met before I can accomplish this. Meet them for me, and I will send you back to your world. You need never see me or
this place again, and my realm will be safe again from your clumsy meddlings.
<</speech>>
<<narration>>
As she has spoken she has advanced, and you have retreated, until you suddenly find no further ground behind your
feet. You scrabble and flail to regain your balance. She smiles cruelly, and hooks your neck with her crooked staff,
out over the dizzying edge of the dais.
<</narration>>
<<speech>>
The first of my conditions is an oath of peace. Follow my words, mortal, and I will not kill you. For now.
<</speech>>
<<narration>>
And Morana holds her crooked staff out to you.
<</narration>>
<<prompt>>
How will you respond to Morana?<br/>
[[Take the oath with Moranan|winter-court-take-staff-recite-after-her-7]] -or-<br/>
[[Recite the oath, but withhold your true assent from it|winter-court-recite-oath-but-withold-true-assent-4]]
<</prompt>><<narration>>
You take the staff and recite after her.
<</narration>>
<<player-speech>>
By this pact we hold all winter's trove<br/>
Our lives and wills to this our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</player-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.
<</narration>>
<<speech>>
The pact is sealed. You are bound to peace with us. Be glad, mortal. My better judgement would kill you, but I am
merciful beyond mercy. Do not test me further.
<</speech>>
<<narration>>
And with that she drops you, and you collapse in a heap, coughing and gasping for air.<br/>
<<link "Continue..." "winter-court-morana-masters-herself-with-difficulty-after">>
<<run Ember.setFeyCourt($pc, "winter")>>
<</link>>
<</narration>><<set _diceRollCheck_header = "Try to recite the oath, but witthold your true assent">>
<<set _targetStat = "Wisdom">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-recite-oath-but-withold-true-assent-4-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-take-staff-recite-after-her-8">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-take-staff-recite-after-her-9">>
<</if>><<narration>>
You take the staff and recite after her:
<</narration>>
<<player-speech>>
By this pact we hold all winter's trove<br/>
Our lives and wills to this our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</player-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.
<</narration>>
<<speech>>
The pact is sealed. You are bound to peace with us. Be glad, mortal. My better judgement would kill you, but I am
merciful beyond mercy. Do not test me further.
<</speech>>
<<narration>>
And with that she drops you, and you collapse in a heap, coughing and gasping for air.<br/>
By some intuition, you are utterly certain that the oath you just spoke had no binding effect upon you whatsoever.
A useful state of affairs!<br/>
[[Continue...|winter-court-morana-masters-herself-with-difficulty-after]]
<</narration>><<narration>>
You take the staff and recite after her:
<</narration>>
<<player-speech>>
By this pact we hold all winter's trove<br/>
Our lives and wills to this our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</player-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it. But
no sooner is the oath complete, than the silvery thread disappears in a shimmering mist.<br/>
Mother Morana's face changes in an instant. Her eyes grow cold and stony as oldest ice.
<</narration>>
<<speech>>
You fool! Have I not spoken plainly? The price of my forbearance is peace! Would you inflict the violence of lies
upon us from the very infancy of our alliance? Would you prefer death, because I can arrange it!
<</speech>>
<<narration>>
<<if Ember.isWearingPendant($pc)>>
[[Continue...|winter-court-no-matter-she-continues-i-have-2]]
<<else>>
[[Continue...|winter-court-i-will-not-swear-oath-failed]]
<</if>>
<</narration>><<speech>>
It is no matter. I have other means of bending you to my will." And she grasps a pendant held on a chain at her neck.
<</speech>>
<<narration>>
For a moment, you think nothing has happened. Then suddenly the beautiful violet-blue pendant by which you were
bound by the Winter Wardens tightens around your wrist with frightening power, and burns with cold once more. You
writhe in pain on the ground as the chain cuts into the flesh of your wrist.
<</narration>>
<<speech>>
Oaths are not the only thing in the Fey Realm that bind, mortal. And the one who would refuse to bind themselves to
peace with me will just as readily serve as my slave.<br/>
You will swear to peace with the Court of Winter, or you will lose your hand, and then your life. Do you understand?
<</speech>>
<<narration>>
You Nod.
<</narration>>
<div id="winter-court-no-matter-she-continues-i-have-2-fadein"></div>
<<timed 2s>>
<<replace "#winter-court-no-matter-she-continues-i-have-2-fadein" transition>>
<<include "winter-court-no-matter-she-continues-i-have-2-fadein-2">>
<</replace>>
<</timed>><<speech>>
Follow my words, mortal. I will not ask again..
<</speech>>
<<narration>>
And she recites again the oath, watching you with fierce eyes as you repeat her words.<br/>
When the oath is complete she nods in cold satisfaction.
<</narration>>
<<speech>>
We are Feybound now, mortal. I to you, and you to me. Heed that well.
<</speech>>
<<narration>>
Eternal moments later, the chain loosens and the pain abates. Your hand is white and numb, and blood from the
garroting chain runs a stark crimson down your wrist and onto the ground.
<</narration>>
<<speech>>
Do not lie to me again.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-morana-masters-herself-with-difficulty-after">>
<<run Ember.setFeyCourt($pc, "winter")>>
<</link>>
<</narration>><<player-speech>>
I will not swear the oath! You are a failed mother and a failed queen. Death would be better than an oath with you!
<</player-speech>>
<<narration>>
You see her steady mask of calm break and contort into rage so vast it could fill oceans. Her hand tightens again
on your throat, and she does not relent again. Your vision narrows and then disappears. And then you are falling.<br/>
Any moment you anticipate your end, and just as you think it should come, The Fool pops into your vision and tugs at
a gold thread that is wrapped around your left ankle.
<</narration>>
<<speech>>
Farewell fool. You are even poorer at it than I. If you should choose to play again, mind your feet.
<</speech>>
<<narration>>
And with a wink he is gone.<br/>
And then with a sickening crunch your body finds the ground.<br/>
[[Continue...|winter-court-generic-you-died-message]]
<</narration>><<player-speech>>
It is indeed, Lady. Very Beautiful.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.winter>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-agree-with-her-deceitfully-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-agree-with-her-truthfully">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-morana-narrows-her-eyes-gives-piercing">>
<</if>><<narration>>
Morana narrows her eyes and gives you a piercing gaze.
<</narration>>
<<speech>>
Do not lie to me, mortal. Lies are imperfections, and have no place here.<br/>
I have questions for you, mortal, and I caution you: do not lie to me again. I cannot abide untruths.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-morana-s-questions">>
<<run Ember.updateCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<player-speech>>
It is pretty in its own way, but to my eyes it is incomplete.
<</player-speech>>
<<narration>>
Morana smiles at that.
<</narration>>
<<speech>>
You long for home. Poor traveler, to be tied up so in the affairs of the mighty. It is a terrible thing to have
no place to belong.<br/>
I have questions for you, child. You have shown me you speak the truth, and it is to your credit. Answer again
with truth, and I will be as a mother to you for a time, and help you to return home.
<</speech>>
<<narration>>
[[Continue...|winter-court-morana-s-questions]]
<</narration>><<narration>>
Her gaze as you near is stony-faced and grim.
<</narration>>
<<speech>>
Mortal. Your reputation precedes you.
<</speech>>
<<narration>>
You can see this has not swayed her to your favor.
<</narration>>
<<speech>>
Whether by ignorance or indifference, you have been the source of all manner of offenses to the conscience of Winter.
Much I have overlooked, for you are a stranger to this land. But you have exceeded the limits of my forbearance.
And so you are here by my will. You are here, for if not you would be dead.
<</speech>>
<<narration>>
She turns to the two Winter Wardens who have been your escorts.
<</narration>>
<<speech>>
My thanks to you, my children. You have served me well, and you may go with my blessing.
<</speech>>
<<narration>>
They croon huskily with pleasure and pride, and scamper away.<br/>
She orders.
<</narration>>
<<speech>>
Come. We will speak in private.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-if-winter-court-rating-unfavorable-zero-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-mother-morana-evidently-angry-but-she">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-everything-around-display-power-here-on">>
<</if>><<narration>>
Mother Morana is evidently angry, but she's also bluffing. Everything around you is a display of her power, on her
terms, and her words are chosen to fill you with fear. But why bring you here and not simply kill you? There is some
secret concerning you that gives you some sway here!
<</narration>>
<<include "winter-court-ascend-stairs-carved-into-icy-arches-2">><<narration>>
You ascend stairs carved into icy arches to an open platform high above, that overlooks the sprawling ice sculpted
city surrounding. It is uncannily symmetrical in every respect your eye can see. Snow falls from a midnight sky,
bathed in white moonlight, and dotted with a brilliance of stars above. Hundreds of dizzying feet below you, the light
moves through the shimmering blues of a tiled courtyard.
<</narration>>
<<speech>>
Welcome to the Heart of Winter, mortal.
<</speech>>
<<narration>>
[[Continue...|winter-court-blinding-instant-she-has-by-throat]]
<</narration>><<narration>>
In a blinding instant, she has you by the throat in an iron grip, holding you at the edge of the platform, with your
feet desperately flailing for purchase on the platform's ledge. The ground below spins, and the edges of your sight
darken. Gurgles and rasps emerge from your throat as she squeezes.<br/>
As she holds you, she speaks in a calm low tone, as if threatening your life is a mundane necessity.
<</narration>>
<<speech>>
This is the place where the winter's work is most made manifest - where the perfection we so strive to preserve is
most held, and best seen. It is beautiful, is it not?
<</speech>>
<<narration>>
She does not wait for a reply.
<</narration>>
<<speech>>
You are by all accounts a destroyer of beautiful things. Creatures like you are loathesome to me, but I also have a
use for you. You will answer my questions, and you will answer truthfully, or I will finish what I have just begun.
<</speech>>
<<narration>>
And she shoves you body further off the ledge, so your toe's scrabbling hold is lessened further.<br/>
[[Continue...|winter-court-morana-s-questions-hostile]]
<</narration>><<set $moranaAnswers to { boundingLine: [], purpose: [], mightiest: [] }>>
<<set _questionHeader to "1. What do you know of the Bounding Line? (Select all you believe to be true)">>
<<set _questionOptions to [
{ key: "a", text: "It runs across the Feywild and leaks the colors into my world!" },
{ key: "b", text: "It is the line where the dreams of Sleeping One were broken in two." },
{ key: "c", text: "It follows me wherever I go!" },
{ key: "d", text: "The Fool controls it." },
{ key: "e", text: "Nothing! I know nothing about it!" },
{ key: "f", text: "It is a source of meaningless squabblings between deluded zealots." }
]>>
<<set _questionAnswerBucket to $moranaAnswers.boundingLine>>
<<set _questionNextPassage to "winter-court-morana-s-questions-hostile-purpose">>
<<include "MultiCheckboxQuestion">><<set _questionHeader to "2. What is your purpose here? (Select all you believe to be true)">>
<<set _questionOptions to [
{ key: "a", text: "I am trying to get home!" },
{ key: "b", text: "I seek to unbind myself from this world" },
{ key: "c", text: "I act at the Fool's behest" },
{ key: "d", text: "I don't know! No-one will tell me!" },
{ key: "e", text: "I serve the Lady Titania." }
]>>
<<set _questionAnswerBucket to $moranaAnswers.purpose>>
<<set _questionNextPassage to "winter-court-morana-s-questions-hostile-mightiest">>
<<include "MultiCheckboxQuestion">><<set _questionHeader to "3. Who is mightiest in the Feywild? (Select all you believe to be true)">>
<<set _questionOptions to [
{ key: "a", text: "I am!" },
{ key: "b", text: "You are!" },
{ key: "c", text: "The Fool is!" },
{ key: "d", text: "Bacchus! It is Bacchus!" }
]>>
<<set _questionAnswerBucket to $moranaAnswers.mightiest>>
<<set _questionNextPassage to "winter-court-morana-s-questions-hostile-result">>
<<include "MultiCheckboxQuestion">>/* PATH SET BY ANSWER COMBINATIONS - the starred answers (1c, 2b, 3a) are the 'right' ones, that tip Morana off that the player knows about the Bounding Line. */
<<set _goodSignalCount to 0>>
<<if $moranaAnswers.boundingLine.includes("c")>><<set _goodSignalCount += 1>><</if>>
<<if $moranaAnswers.purpose.includes("b")>><<set _goodSignalCount += 1>><</if>>
<<if $moranaAnswers.mightiest.includes("a")>><<set _goodSignalCount += 1>><</if>>
<<if _goodSignalCount gte 2>>
<<include "winter-court-reset-winter-court-rating-1-no">>
<<else>>
<<include "winter-court-reset-winter-court-rating-1-no-2">>
<</if>><<narration>>
Everything around you is a display of power. You are here on Mother Morana's terms, and you would do well to tread
extremely carefully, as you've obviously angered her about something. You wrack your memory, but nothing obvious
comes to mind.
<</narration>>
<<include "winter-court-ascend-stairs-carved-into-icy-arches-2">><<narration>>
There are hundreds of creatures here, and you can barely tell whether any one of them is sentient or not. Their
eyes follow you, and they are obviously unsure of what to make of you.
<</narration>>
<<include "winter-court-advance-see-opened-column-ends-circular">><<courtcycle 7>>
<<scroll>>
<h1>Credits</h1>
<h2>The Arch-Fey</h2>
<p>Trevor Bain - Weaver of the First Thread</p>
<p>Carra Sykes - Painter of the Seasons' Turning</p>
<p>Michael Palmer (Draekane) - Binder of Wild Magic</p>
<h2>The Fey Court</h2>
<p>Magen Bain - Sovereign of Operations</p>
<p>Parker K - Warden of the Well-Turned Phrase</p>
<p>Everett Patterson - Grand Portraitist of the Fey</p>
<h2>Scribes of the Realm</h2>
<p>Trevor Bain - Main storyline</p>
<p>t.d. orel - Morps' Menagerie</p>
<p>Kate Korsak - Jacques de la Cors and Olinvale</p>
<p>Nathan Featherstone - The Tollman and the Bridge</p>
<p>author name - The Weaver</p>
<p>author name - The Doppelganger and Shadel</p>
<p>author name - The Canyon of Needles</p>
<p>author name - The Tremor Giant</p>
<p>author name - The Mini Fey Wilds</p>
<</scroll>>
[[Back to Main Menu|gameMenuScreen]]