<<if $sessionName>>
<<if def $pc and $pc !== null>>
<div class="sidebar-stats">
<center>''$pc.displayName''</center>
<<if $pc.class !== null>><center>''$pc.class'' (AC:$pc.armorClass)</center><</if>>
<<if $pc.hp.max > 0>>''HP:'' $pc.hp.current / $pc.hp.max <<print ($pc.hp.temporary > 0 ? "(+" + $pc.hp.temporary + ")" : "")>>
<<if Ember.canHealOutsideCombat($pc, $combat)>>
<span class="icon-x-button icon-heal-button" title="Heal with an Inspiration Die">
<<button "✚">>
<<script>>
Dialog.create("Heal", "inspiration-heal-ui parchment-ui");
Dialog.wiki(Story.get("inspiration-heal-dialog").processText());
Dialog.open();
<</script>>
<</button>>
</span>
<</if>>
<</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 $pc.inventory>>
<<capture _itemKey>>
<<set _item = Ember.getItem(_itemKey)>>
<<if _item>>
<div class="inventory-entry">
<<print Ember.getItemDisplay(_item)>>
<<if Ember.isItemUsable(_item)>>
<span class="icon-x-button" title="Use this item">
<<button "✕">>
<<run Ember.confirmUseItem(_itemKey)>>
<</button>>
</span>
<</if>>
</div>
<</if>>
<</capture>>
<</for>>
</details>
<</if>>
<<set _frozenD20 = Ember.getFrozenD20Roll($pc)>>
<<if _frozenD20 !== null>>
<div class="small-text frozen-roll-note">Frozen d20 roll: <<print _frozenD20>> - used on your next d20 roll.</div>
<</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;
}>>
_combatVictoryText — optional: what the Victory screen says, in place of "All enemies have been
defeated." (e.g. for a fight won by surviving rather than killing).
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">>
<<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>>
<<include "combat-log-panel">><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' + (_cli === 0 ? ' combat-log-latest' : '')"><<print $combat.log[_cli]>></div>
<</for>>
</div><<set _pcInitFriendly = (_combatFriendlies && _combatFriendlies.length gt 0) ? _combatFriendlies[0] : null>>
<<set _pcInitDexBonus = (_pcInitFriendly && _pcInitFriendly.stats && _pcInitFriendly.stats.dex) ? _pcInitFriendly.stats.dex.bonus : 0>>
<<set _pcInitRoll = 0>>
<div class="combat-initiative">
<h3>Roll for Initiative!</h3>
<<narration>>
The battle is about to begin. Roll a d20 for your initiative — your total determines your position in the turn order.
<<if _pcInitFriendly>>Your DEX modifier (<<if _pcInitDexBonus gte 0>>+<</if>><<print _pcInitDexBonus>>) will be added for you.<</if>>
<</narration>>
<<prompt>>
<label>Enter your d20 roll:</label><br>
<<numberbox "_pcInitRoll" 0>><<diceassist 1 20>>
<<button "Enter Combat">>
<<if !Ember.isValidDiceRoll(_pcInitRoll, 1, 20)>>
<<run UI.alert("Please enter your d20 roll — a number between 1 and 20. Your DEX modifier is added for you.")>>
<<else>>
<<run Ember.markRollMade()>>
<<run Ember.noteD20Roll($pc, _pcInitRoll, _frozenRollApplied)>>
<<set $combat = Ember.initCombat(_combatFriendlies, _combatEnemies, Number(_pcInitRoll) + _pcInitDexBonus, _combatVictory, _combatDefeat, _combatEndCondition)>>
<<if _combatVictoryText>><<set $combat.victoryText = _combatVictoryText>><</if>>
/* Redraw the sidebar now combat is active, which hides its out-of-combat heal button */
<<run UI.update()>>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</if>>
<</button>>
<</prompt>>
</div><<set _selPC = Ember.getCurrentParticipant($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($combat)>>
<<set _sklList = Ember.getCombatSkills(_sklPC)>>
<div class="combat-skill-select">
<h4>Choose a Skill or Spell:</h4>
<<if _sklList.length is 0>>
<<narration>>You have no combat skills available.<</narration>>
<<else>>
/* Skills that spend an Inspiration Die can't be chosen with none left (same pool check as the Heal button) */
<<set _csHasInspiration = ($pc.inspiration.d4 + $pc.inspiration.d6 + $pc.inspiration.d8 + $pc.inspiration.d12) gt 0>>
<<for _csi to 0; _csi lt _sklList.length; _csi++>>
<<set _csName = _sklList[_csi]>>
<<set _csDef = Ember.Skills[_csName]>>
<<if _csDef and _csDef.requiresInspirationDie and !_csHasInspiration>>
<div class="skill-option skill-unavailable">
<button type="button" disabled><<print _csDef.name>></button>
<span class="skill-desc"><<print _csDef.description>></span>
<div class="small-text">Unavailable - you have no Inspiration Dice left.</div>
</div>
<<elseif _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:<br>
<<else>>
Roll d20 to hit:<br>
<</if>>
<<numberbox "_skillD20Roll" 0>><<diceassist 1 20>>
<div class="small-text">Your <<print _srRollStatKey.toUpperCase()>> bonus of <<if _srRollBonus gte 0>>+<</if>><<print _srRollBonus>> will be automatically applied.</div>
</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>><<diceassist 1 "_skillInspirationDieType">>
<<button "Add Die">>
<<if _pendingUses[_skillInspirationDieType] lt $pc.inspiration[_skillInspirationDieType]>>
<<if !Ember.isValidInspirationRoll(_skillInspirationDieType, _skillInspirationRoll)>>
<<run UI.alert("Please enter a valid " + _skillInspirationDieType + " roll between 1 and " + _skillInspirationDieType.slice(1) + "!")>>
<<else>>
<<set _pendingUses[_skillInspirationDieType] += 1>>
<<set _skillInspirationRoll = Ember.applyInspirationRollModifier($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>>
<</if>>
<<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 $pc.inspiration.d12>><</if>>
</div>
</div>
<</if>>
/* Cursor in the first dice box (the d20 if this skill rolls one, else the Inspiration Die value) */
<<run setTimeout(() => jQuery(".combat-skill-roll input[type=number]").first().trigger("focus"), 0)>>
<div id="combat-sparkfeather-offer"></div>
<div class="combat-action-buttons">
<<button "Confirm">>
<<set _srConfirmSkillDef = Ember.Skills[$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.")>>
<<elseif _srConfirmSkillDef && _srConfirmSkillDef.requiresRoll && !Ember.isValidDiceRoll(_skillD20Roll, 1, 20)>>
<<run UI.alert("Please enter your d20 roll — a number between 1 and 20, before your bonus.")>>
<<else>>
<<set _srActPC = Ember.getCurrentParticipant($combat)>>
<<if _srConfirmSkillDef && _srConfirmSkillDef.requiresRoll && Ember.canBurnSparkfeather($pc) && Ember.skillRollWouldFail(_srActPC, $combat.pendingAction.skillName, _skillD20Roll, _skillTargetIdx, $combat)>>
<<set _sfFinalize = "combat-skill-finalize">>
<<set _sfContainer = ".combat-skill-roll">>
<<include "combat-sparkfeather-offer">>
<<else>>
<<include "combat-skill-finalize">>
<</if>>
<</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:<br>
<<numberbox "_attackD20Roll" 0>><<diceassist 1 20 "_atkRollMode">>
/* Cursor in the d20 box once <<replace>> has put this on the page */
<<run setTimeout(() => jQuery(".combat-attack .roll-input input").first().trigger("focus"), 0)>>
<div class="small-text">Your <<print _atkStatKey.toUpperCase()>> bonus of <<if _atkStatBonus gte 0>>+<</if>><<print _atkStatBonus>> will be automatically applied.</div>
<<set _atkHasProneTarget = _atkEnemies.some(function(e) { return e.statuses && e.statuses.includes("prone"); })>>
/* What the dice roller (<<diceassist>>) rolls: the same advantage cases the two lines below announce */
<<set _atkRollMode = (_atkHasProneTarget or _atkHasTalkingWeapon) ? "advantage" : "normal">>
<<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>>
<<set _atkDiceQty = _atkDamageDie.qty>><<set _atkDiceSides = _atkDamageDie.type>>
<<diceassist "_atkDiceQty" "_atkDiceSides">>
<</if>>
<<if $pc._rageDamageBonus>>
<br><span class="inspiration-input"><em>+ <<print $pc._rageDamageBonus>> rage bonus will be added automatically.</em></span>
<</if>>
<div class="small-text">On a natural 20, your <<print _atkPC.weaponLost ? "punch" : "weapon">> damage is doubled before bonuses are added.</div>
</div>
<<if _atkHasTrueStrike>>
<div class="roll-input">
<label><<checkbox "_useTrueStrike" false true autocheck>> Use True Strike (spent on this attack, hit or miss)</label><br>
Roll a d100 percentile die to add to your to-hit total (only used if checked above):<br>
<<numberbox "_trueStrikeRoll" 0>><<diceassist 1 100>>
</div>
<</if>>
<div id="combat-sparkfeather-offer"></div>
<div class="combat-action-buttons">
<<button "Confirm Attack">>
<<set _atkDamageSides = parseInt(String(_atkDamageDie.type).slice(1), 10)>>
<<if !Ember.isValidDiceRoll(_attackD20Roll, 1, 20)>>
<<run UI.alert("Please enter your d20 roll to hit — a number between 1 and 20, before your bonus.")>>
<<elseif !_atkPC.weaponLost and !Ember.isValidDiceRoll(_attackDamageRoll, _atkDamageDie.qty, _atkDamageSides)>>
<<run UI.alert("Please enter your " + _atkDamageDie.qty + _atkDamageDie.type + " damage roll — between " + _atkDamageDie.qty + " and " + (_atkDamageDie.qty * _atkDamageSides) + ", before your bonus.")>>
<<elseif _useTrueStrike and !Ember.isValidDiceRoll(_trueStrikeRoll, 1, 100)>>
<<run UI.alert("Please enter your d100 True Strike roll — a number between 1 and 100.")>>
<<else>>
<<set _atkActPC = Ember.getCurrentParticipant($combat)>>
<<set _atkTarget = Ember.getLivingParticipants($combat, "enemy")[_attackTargetIdx] || Ember.getLivingParticipants($combat, "enemy")[0]>>
<<if Ember.canBurnSparkfeather($pc) and Ember.attackWouldMiss(_atkActPC, _atkTarget, _attackD20Roll, _useTrueStrike ? _trueStrikeRoll : 0)>>
<<set _sfFinalize = "combat-attack-finalize">>
<<set _sfContainer = ".combat-attack">>
<<include "combat-sparkfeather-offer">>
<<else>>
<<include "combat-attack-finalize">>
<</if>>
<</if>>
<</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 $combat.phase = "defeat">>
<<include "combat-phase-defeat">>
<<elseif Ember.isPlayerDown($combat)>>
/* The player has fallen but their allies fight on — play out the remaining turns by
themselves, a second apart, rather than making the player click through each one. Win or
lose, it ends on the usual victory/defeat screen (victory revives the player to 1 HP). */
<<prompt>>You have fallen... but your allies fight on!<</prompt>>
<<timed 1s>>
<<set $combat = Ember.advanceTurn($combat)>>
<<replace "#combat-container">><<include "combat-render">><</replace>>
<</timed>>
<<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>
<<if Ember.isPlayerDown($combat)>>
<<narration>>Your allies have carried the day! You come to, battered and bloodied, but alive.<</narration>>
<<elseif $combat.victoryText>>
<<narration>><<print $combat.victoryText>><</narration>>
<<else>>
<<narration>>All enemies have been defeated.<</narration>>
<</if>>
<<prompt>>
<<button "Continue...">>
<<set _vcNextPassage = $combat.victoryPassage>>
<<run Ember.revivePlayerAfterVictory($combat)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run Ember.endCombat($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 die's full value plus the value rolled (a d8 rolled as 3 heals 11).<</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>><<diceassist 1 "_healDieType">>
<<run setTimeout(() => jQuery(".combat-heal input[type=number]").first().trigger("focus"), 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 $pc.inspiration[_healDieType] gt 0>>
<<if !Ember.isValidInspirationRoll(_healDieType, _healRoll)>>
<<run UI.alert("Please enter a valid " + _healDieType + " roll between 1 and " + _healDieType.slice(1) + "!")>>
<<else>>
<<set _healAmount = Ember.healWithInspiration($pc, _healDieType, _healRoll)>>
<<set _healActPC = Ember.getCurrentParticipant($combat)>>
<<set _healActPCName = _healActPC ? (_healActPC.displayName || _healActPC.name) : "You">>
<<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>>
<</if>>
<<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">>
<<run setTimeout(() => jQuery(".combat-player-save input[type=number]").first().trigger("focus"), 0)>>
</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 $combat.phase = "npc-result">>
<</if>>
<<replace "#combat-container">><<include "combat-render">><</replace>>/* Applies the weapon attack entered on the combat-phase-attack screen (after any Sparkfeather offer). */
<<run Ember.noteD20Roll($pc, _attackD20Roll, _frozenRollApplied)>>
<<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" or Ember.isSentientWeaponsEnabled($accountId)>>
<<run Ember.showWeaponInsultModal(_atkActPC, _atkResult.hit)>>
<</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>>/* Applies the skill entered on the combat-phase-skill-roll screen (after any Sparkfeather offer). */
<<if _srConfirmSkillDef && _srConfirmSkillDef.requiresRoll>><<run Ember.noteD20Roll($pc, _skillD20Roll, _frozenRollApplied)>><</if>>
<<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 $combat.log.unshift(_srResult.log)>>
<<if _pendingUses.d4 gt 0>><<run Ember.spendInspiration($pc, "d4", _pendingUses.d4)>><</if>>
<<if _pendingUses.d6 gt 0>><<run Ember.spendInspiration($pc, "d6", _pendingUses.d6)>><</if>>
<<if _pendingUses.d8 gt 0>><<run Ember.spendInspiration($pc, "d8", _pendingUses.d8)>><</if>>
<<if _pendingUses.d12 gt 0>><<run Ember.spendInspiration($pc, "d12", _pendingUses.d12)>><</if>>
<<run UI.update()>>
<<set _srStatus = Ember.getCombatStatus($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>>/* A d20 attack is about to miss and the player holds the Sparkfeather Swan Feather: pause before anything
is applied. Needs _sfFinalize (the passage that applies the attack) and _sfContainer (the screen's CSS
selector, so its roll box can be cleared). Burning clears the box for a new roll; keeping applies the miss. */
<<run jQuery(_sfContainer + " .combat-action-buttons").hide()>>
<<replace "#combat-sparkfeather-offer">>
<div class="sparkfeather-offer">
<<narration>>Your roll falls short. The Sparkfeather Swan Feather glimmers in your pack - burn it to ash and roll again?<</narration>>
<<button "Burn the Feather and Reroll">>
<<run Ember.burnSparkfeather($pc, _sfContainer)>>
<<run UI.update()>>
<<replace "#combat-sparkfeather-offer">><</replace>>
<<run jQuery(_sfContainer + " .combat-action-buttons").show()>>
<</button>>
<<button "Keep the Result">>
<<replace "#combat-sparkfeather-offer">><</replace>>
<<include _sfFinalize>>
<</button>>
</div>
<</replace>>/*
The "Send Feedback" popup, opened over the current page by Ember.openFeedbackDialog (feedback.js)
from the main menu and the sidebar Navigation. Plain HTML controls; feedback.js wires them up and
sends the result to the send-feedback Edge Function, which emails it through Resend.
*/
<div id="feedback-form" class="feedback-form">
<p class="feedback-intro">Tell us what you think — what you love, what confused you, or what broke. Every note is read by the Emberglow team.</p>
<label for="feedback-category">What kind of feedback is this?</label>
<select id="feedback-category">
<option value="Gameplay">Gameplay</option>
<option value="Storyline">Storyline</option>
<option value="System Issue">System Issue</option>
<option value="Bug">Bug</option>
<option value="General" selected>General</option>
</select>
<label for="feedback-message">Your feedback</label>
<textarea id="feedback-message" rows="7" maxlength="5000" placeholder="What happened, or what's on your mind?"></textarea>
<label for="feedback-files">Screenshots or files (optional — up to 3, 5 MB total)</label>
<input type="file" id="feedback-files" multiple accept="image/png,image/jpeg,image/gif,image/webp,application/pdf,text/plain,.txt,.log">
<div id="feedback-file-list" class="small-text"></div>
<label class="question-option"><input type="checkbox" class="macro-checkbox" id="feedback-include-email" checked><span>Include my email so we can reply</span></label>
<input type="email" id="feedback-email" placeholder="you@example.com" autocomplete="email">
<label class="question-option"><input type="checkbox" class="macro-checkbox" id="feedback-include-context" checked><span>Include game details (where I am and my character) — helps with bugs</span></label>
<div class="feedback-buttons">
<button type="button" id="feedback-send">Send Feedback</button>
<button type="button" id="feedback-cancel">Cancel</button>
</div>
</div>
<div id="feedback-status" class="feedback-status" role="status" aria-live="polite"></div>/*
Heal with an Inspiration Die outside of combat — opened in a dialog by the heal button beside HP
in the sidebar (CharacterDisplay.twee), which only shows it while Ember.canHealOutsideCombat is
true. Same flow as combat's Heal action (combat-phase-heal, Combat.twee), sharing
Ember.healWithInspiration, but costs no turn.
*/
<div id="inspiration-heal-body">
<<narration>>Spend one Inspiration Die to restore hit points equal to the die's full value plus the value rolled (a d8 rolled as 3 heals 11).<</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>><<diceassist 1 "_healDieType">>
</div>
<div class="small-text">''HP:'' <<print $pc.hp.current>> / <<print $pc.hp.max>></div>
</div>
<span id="inspiration-heal-error" class="small-text"></span>
<div class="combat-action-buttons">
<<button "Heal">>
<<if !Ember.isValidInspirationRoll(_healDieType, _healRoll)>>
<<replace "#inspiration-heal-error">>Please enter a valid <<print _healDieType>> roll between 1 and <<print _healDieType.slice(1)>>.<</replace>>
<<else>>
<<set _healAmount = Ember.healWithInspiration($pc, _healDieType, _healRoll)>>
<<run UI.update()>>
<<replace "#inspiration-heal-body">>
<<narration>>You heal <<print _healAmount>> HP, and now have <<print $pc.hp.current>> / <<print $pc.hp.max>>.<</narration>>
<<button "Close">><<run Dialog.close()>><</button>>
<</replace>>
<</if>>
<</button>>
</div>
</div>/*
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/>
/* Each answer is a <label> (class question-option, interface.css) so the whole line toggles its box, and
the answers read in their own color rather than the question prompt's. */
<<if _questionOptions[0]>><label class="question-option"><<checkbox "_qcState0" false true>><span><<print _questionOptions[0].text>></span></label><</if>>
<<if _questionOptions[1]>><label class="question-option"><<checkbox "_qcState1" false true>><span><<print _questionOptions[1].text>></span></label><</if>>
<<if _questionOptions[2]>><label class="question-option"><<checkbox "_qcState2" false true>><span><<print _questionOptions[2].text>></span></label><</if>>
<<if _questionOptions[3]>><label class="question-option"><<checkbox "_qcState3" false true>><span><<print _questionOptions[3].text>></span></label><</if>>
<<if _questionOptions[4]>><label class="question-option"><<checkbox "_qcState4" false true>><span><<print _questionOptions[4].text>></span></label><</if>>
<<if _questionOptions[5]>><label class="question-option"><<checkbox "_qcState5" false true>><span><<print _questionOptions[5].text>></span></label><</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. File name of an image in assets/images (e.g. "Coin_heads.png"), shown above the
label at Ember.ImageSize.MINI and served through the Netlify Image CDN when deployed, like
the <<image-...>> macros.
_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>>
<div class="binary-choice">
<<if _binaryChoiceHeader>>
<div class="binary-choice-header"><<print _binaryChoiceHeader>></div>
<</if>>
<div class="binary-choice-options">
<label class="binary-choice-option">
<<if _binaryChoiceOptionA.image>>
<<print '<img src="' + Ember.getImageUrl(_binaryChoiceOptionA.image, Ember.ImageSize.MINI) + '" srcset="' + Ember.getImageSrcset(_binaryChoiceOptionA.image, Ember.ImageSize.MINI) + '" width="' + Ember.ImageSize.MINI + '" alt="' + _binaryChoiceOptionA.label + '">'>>
<</if>>
<<radiobutton "_binaryChoiceSelected" "a">> <<print _binaryChoiceOptionA.label>>
</label>
<label class="binary-choice-option">
<<if _binaryChoiceOptionB.image>>
<<print '<img src="' + Ember.getImageUrl(_binaryChoiceOptionB.image, Ember.ImageSize.MINI) + '" srcset="' + Ember.getImageSrcset(_binaryChoiceOptionB.image, Ember.ImageSize.MINI) + '" width="' + Ember.ImageSize.MINI + '" alt="' + _binaryChoiceOptionB.label + '">'>>
<</if>>
<<radiobutton "_binaryChoiceSelected" "b">> <<print _binaryChoiceOptionB.label>>
</label>
</div>
<div class="binary-choice-confirm">
<<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>>
</div>
</div>
<</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.
_advantage - optional; true when the story grants advantage on this check, so the advantage hint
(2d20, take the higher, explained in a hover tooltip) is shown. Defaults to false.
_disadvantage - optional; true when the story imposes disadvantage on this check, so the disadvantage
hint (2d20, take the lower, explained in a hover tooltip) is shown. Defaults to false.
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 _advantage = _advantage ?? false>>
<<set _disadvantage = _disadvantage ?? false>>
/* What the optional 3D dice roller (<<diceassist>>) rolls for this check: the dice the story asks for
(a plain d20 when it names none), with advantage/disadvantage worked out from the same cases the
hints below announce. */
<<set _rollCount = (_diceCount and _diceCount gt 0) ? _diceCount : 1>>
<<set _rollSides = (_diceSize and _diceSize gt 0) ? _diceSize : 20>>
<<set _rollMode = Ember.getCheckRollMode($pc, _targetStat, _advantage, _disadvantage)>>
<<set _manualRoll = 0>>
<<set _inspirationUsed = 0>>
<<set _totalResult = 0>>
<<set _differenceValue = 0>>
<<set _dieMultiplier = 1>>
<<set _skillBonus = Ember.skillProficiencyBonus($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>><<diceassist "_rollCount" "_rollSides" "_rollMode">>
<<if _advantage>>
<div class="small-text">You have advantage on this <<print _targetStat or "">> check — roll with advantage (2d20, take the higher) before entering your roll.</div>
<</if>>
<<if _disadvantage>>
<div class="small-text">You have disadvantage on this <<print _targetStat or "">> check — roll with disadvantage (2d20, take the lower) before entering your roll.</div>
<</if>>
<<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 roll.</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 roll.</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 roll.</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 roll.</div>
<</if>>
<<if $pc.disadvantageStats && $pc.disadvantageStats.includes(_targetStat)>>
<div class="small-text">You are rolling this <<print _targetStat>> check with Disadvantage — roll with disadvantage (2d20, take the lower) before entering your roll.</div>
<</if>>
/* Only offered when there's at least one Inspiration Die to spend (same check as Combat.twee) */
<<if ($pc.inspiration.d4 + $pc.inspiration.d6 + $pc.inspiration.d8 + $pc.inspiration.d12) gt 0>>
<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>><<diceassist 1 "_selectedDieType">>
/* 2. Virtual Validation, Multiplier Application and Accumulation */
<<button "Add to Check">>
/* Check against the real pool minus what is already pending */
<<if _pendingUses[_selectedDieType] < $pc.inspiration[_selectedDieType]>>
/* The roll has to be something the chosen die can actually show (1 to its size) */
<<if !Ember.isValidInspirationRoll(_selectedDieType, _currentInspoRoll)>>
<<run UI.alert("Please enter a valid " + _selectedDieType + " roll between 1 and " + _selectedDieType.slice(1) + "!")>>
<<else>>
/* Wild magics 80-87: double/halve the raw die before the class-specialty multiplier stacks on top */
<<set _currentInspoRoll = Ember.applyInspirationRollModifier($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>>
<</if>>
<<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: $pc.inspiration.d12,<</if>>
</div>
</div>
<</replace>>
<</button>>
</div>
</span>
<</if>>
</div>
/* Shown in place, not with UI.alert — this check can itself be inside a dialog (Wild Magic 94),
and an alert would replace that dialog. */
<span id="omni-check-roll-error" class="small-text"></span>
<div class="calculate-actions" style="margin-top: 15px;">
<<button "Check the results...">>
/* Validate before anything is spent or marked rolled, so a typo costs nothing. */
<<if !Ember.isValidDiceRoll(_manualRoll, _diceCount, _diceSize)>>
<<replace "#omni-check-roll-error">>Please enter a valid <<print _diceCount>>d<<print _diceSize>> roll between <<print _diceCount>> and <<print _diceCount * _diceSize>> — just the dice, before any bonuses.<</replace>>
<<else>>
<<run Ember.markRollMade()>>
<<if _rollCount is 1 and _rollSides is 20>><<run Ember.noteD20Roll($pc, _manualRoll, _frozenRollApplied)>><</if>>
<<if _pendingUses.d4 > 0>> <<run Ember.spendInspiration($pc, "d4", _pendingUses.d4)>> <</if>>
<<if _pendingUses.d6 > 0>> <<run Ember.spendInspiration($pc, "d6", _pendingUses.d6)>> <</if>>
<<if _pendingUses.d8 > 0>> <<run Ember.spendInspiration($pc, "d8", _pendingUses.d8)>> <</if>>
<<if _pendingUses.d12 > 0>><<run Ember.spendInspiration($pc, "d12", _pendingUses.d12)>> <</if>>
<<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>>
<</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 $pc.glyphSequence
_glyphRecallFailPassage - passage to go to if it doesn't
Does not set any other output variable — the pass/fail routing happens inside this component.
*/
<<set _glyphRecallDelaySeconds = _glyphRecallDelaySeconds ?? 5>>
<<set _glyphRecallAttempt = []>>
<<set _glyphRecallStep = 1>>
<div id="omni-glyph-recall-container">
<<include "OmniGlyphRecallStep">>
</div>
<<done>>
/* preventScroll so the passage still opens at the top, not jumped down to the box */
<<run jQuery("#omni-glyph-recall-input").get(0)?.focus({ preventScroll: true })>>
<</done>>/*
Internal to OmniGlyphRecall — renders one step of the sequence, or (once every step is entered)
the final "check the sequence" button. Not meant to be <<include>>d directly from story passages.
Narration is never removed once shown — only the "Enter the Nth Glyph" prompt, input box, and
"Wait for the next part..." link (wrapped in .glyph-recall-transient) are stripped immediately on
click, with the next step's content <<append>>ed (never replacing anything) after the delay. Each
new box takes the cursor as it appears (Enter submits it — see 00_StoryConfig.js).
*/
<<if _glyphRecallStep lte _glyphRecallCount>>
<<set _glyphRecallOrdinals = ["First", "Second", "Third", "Fourth", "Fifth", "Sixth", "Seventh", "Eighth", "Ninth", "Tenth"]>>
<<set _glyphRecallOrdinal = _glyphRecallOrdinals[_glyphRecallStep - 1] || (_glyphRecallStep + "th")>>
<div class="glyph-recall-transient">
<<prompt>>
Enter the _glyphRecallOrdinal Glyph
<</prompt>>
</div>
<<if _glyphRecallNarrationPassages && _glyphRecallNarrationPassages[_glyphRecallStep - 1]>>
<<set _glyphRecallNarrationPassage = _glyphRecallNarrationPassages[_glyphRecallStep - 1]>>
<<include _glyphRecallNarrationPassage>>
<</if>>
<div class="glyph-recall-transient">
<input type="number" min="0" id="omni-glyph-recall-input" class="glyph-entry-input">
<<narration>>
<<link "Wait for the next part of the song...">>
<<run _glyphRecallAttempt.push(Math.max(0, Number($("#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>>
<<run jQuery("#omni-glyph-recall-input").trigger("focus")>>
<</timed>>
<</link>>
<</narration>>
</div>
<<else>>
<<button "Check the sequence against your memory...">>
<<run Ember.markRollMade()>>
<<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');
/* story-teller-select (interface.css) keeps the closed box to the width of the text column —
the labels are long, so it shows the start of the chosen story, cut off with "...", rather
than stretching off the page. The full text is in the open list, and in the box's tooltip. */
var $select = jQuery(document.createElement('select')).addClass('macro-listbox story-teller-select');
storyOptions.forEach(function (option) {
jQuery(document.createElement('option'))
.attr('value', option.passage)
.text(option.episode + ': ' + option.label)
.appendTo($select);
});
var showFullTitle = function () { $select.attr('title', $select.find('option:selected').text()); };
$select.on('change', showFullTitle);
showFullTitle();
$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">>
<<run Ember.markRollMade()>>
<<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 / $pc.visitedLocations, updated automatically on every navigation — see
Config.navigation.override in 00_StoryConfig.js). Generalizes the same "don't re-offer a path
already taken" pattern chose-an-episode-pre-fete (episode_switcher.twee) does inline for its own
hardcoded episode list, for use in any passage with multiple optional/loop-prone links.
Potential pre-set values for this component:
_unvisitedLinksOptions - Array of { label, passage, text } objects, one per candidate link.
text - Optional. Descriptive text rendered above the link (e.g. framing what the choice is
before naming it) — bypassed along with the link once that option has been visited.
_unvisitedLinksHeader - Optional. Narration shown above the list, only when at least one option
remains unvisited.
_unvisitedLinksShowAll - Optional. If true, every option is shown whether or not it has been visited
(turns the hiding off, e.g. for testing every path from a hub).
_unvisitedLinksAllVisitedPassage - Optional. If every option has already been visited, this
passage is included instead. If omitted, nothing is shown once all options are exhausted.
Does not set any output variables — clicking an option navigates directly via a normal <<link>>,
same as any other twee link.
*/
<<set _unvisitedLinksRemaining = _unvisitedLinksShowAll ? _unvisitedLinksOptions : Ember.filterUnvisitedLinks($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($pc)>>
<<run Ember.setAC($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>><<diceassist 1 100>>
</div>
<div class="calculate-actions" style="margin-top: 15px;">
<<button "See what the wild magic has done...">>
<<run Ember.markRollMade()>>
/* 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>>/* Shown in place of any [day+] passage until the player confirms the day change — see
src/scripts/dayGate.js. */
<<done>><<run Ember.showDayGate()>><</done>><<if def $pc>>
<<if tags().includes("day+")>>
/* A route can mark its next day+ as already counted (e.g. reaching a shared "new day" scene
later in that same day) — skip just that one tick. */
<<if $pc.skipNextDayTick>>
<<set $pc.skipNextDayTick to false>>
<<else>>
<<set $pc.dayNum += 1>>
<<run Ember.grantDailyInspiration($pc)>>
<<run Ember.checkEchoExpiry($pc)>>
<<run Ember.checkDailyWildMagic($pc)>>
<</if>>
<</if>>
<</if>><<if $loggedIn>>
<details>
<summary>''Navigation''</summary>
<<link "Return to Menu">>
<<if $pc>>
<<run Ember.saveGame(State.variables.sessionName, Ember.createSaveData(State.variables.pc, passage()))>>
<</if>>
<<set $pc = null>>
<<goto gameMenuScreen>>
<</link>>
<br/>
/* Opens over the current page, so the player stays exactly where they are. */
<<link "Send Feedback">><<run Ember.openFeedbackDialog()>><</link>>
<br/>
<<link "Privacy Policy">><<run Ember.openPrivacyDialog()>><</link>>
<br/>
<<link "Log Out">>
<<if $pc>>
<<run Ember.saveGame(State.variables.sessionName, Ember.createSaveData(State.variables.pc, passage()))>>
<</if>>
<<script>>
(async () => {
/* An immediate push, not the debounced Ember.queueCloudSave — the player may close the
tab right after logging out, before an 8s debounce would otherwise have fired.
Skipped entirely with no character loaded (e.g. logging out from the menu/load
screen) — there's nothing to push, and Ember.getSaveKeyForCharacter/createSaveData
both expect a real character. Logging out must still work either way. */
if (State.variables.accountId && State.variables.pc) {
await Ember.pushSaveToCloud(
State.variables.accountId,
Ember.getSaveKeyForCharacter(State.variables.pc),
Ember.createSaveData(State.variables.pc, passage()),
);
}
await Ember.signOut();
State.variables.loggedIn = false;
Engine.restart();
})();
<</script>>
<</link>>
</details>
<</if>>/* The site password screen, before Login — see src/scripts/siteGate.js. Skipped straight to Login
once this browser has entered the password (or when no SITE_PASSWORD is configured). */
<<if Ember.isSiteUnlocked()>>
<<goto "Login">>
<<else>>
<<script>>
Ember.setPageBackdrop("2026_Calendar_Web.jpg", { whole: true });
<</script>>
<div class="login-container">
<h2>Speak Friend,<br/>and Enter</h2>
<label>Password:</label>
<span id="site-gate-password-field"><<passwordbox "_sitePassword" "">></span>
<span id="site-gate-confirm"><<button "Confirm">>
<<script>>
(async () => {
jQuery("#site-gate-error").empty();
/* Live DOM value, same reason as Login's fields below. */
const entered = jQuery("#site-gate-password-field input").val();
if (await Ember.checkSitePassword(entered)) {
Engine.play("Login");
} else {
jQuery("#site-gate-error").wiki("That password isn't right. Check the link from Emberglow Gaming and try again.");
}
})();
<</script>>
<</button>></span>
<span id="site-gate-error" style="color: red;"></span>
</div>
<<done>>
<<script>>
/* Enter in the password box confirms, the same as clicking the button. */
jQuery("#site-gate-password-field input").trigger("focus").on("keydown", (ev) => {
if (ev.key === "Enter") {
ev.preventDefault();
jQuery("#site-gate-confirm button").trigger("click");
}
});
<</script>>
<</done>>
<</if>><<script>>
Ember.setPageBackdrop("2026_Calendar_Web.jpg", { whole: true });
<</script>>
<img class="login-logo" src="assets/images/Feybound_Logo_V1.png" alt="Feybound">
<div class="login-container">
<h2>Welcome</h2>
<<if Ember.consumeSessionExpiredNotice()>>
<<narration>>Your session has ended — please sign in again. Your progress is saved.<</narration>>
<</if>>
<label>Email:</label>
<span id="login-email-field"><<textbox "$loginEmail" "">></span>
<label>Password:</label>
<span id="login-password-field"><<passwordbox "$loginPassword" "">></span>
<span id="login-submit"><<button "Log In">>
<<script>>
(async () => {
jQuery("#login-error").empty();
/* Read the live DOM value rather than the SugarCube-bound $variable — that binding
only updates on the input's change (blur) event, which browser autofill often
skips, leaving the variable looking empty even though the field visibly isn't. */
const email = jQuery("#login-email-field input").val().trim();
const password = jQuery("#login-password-field input").val();
State.variables.loginPassword = "";
const result = await Ember.signIn(email, password);
if (result.success) {
State.variables.accountId = result.userId;
State.variables.loggedIn = true;
jQuery(document.body).removeClass("logged-out");
Engine.play("SyncingSaves");
} else {
jQuery("#login-error").wiki(result.error || "Invalid email or password.");
}
})();
<</script>>
<</button>></span>
<span id="login-error" style="color: red;"></span>
<div class="menu-secondary-link">
[[Create an Account|Register]]<br/>
[[Forgot your password?|ForgotPassword]]<br/>
<<link "Privacy Policy">><<run Ember.openPrivacyDialog()>><</link>>
</div>
</div>
<<done>>
<<script>>
/* Enter in the password box logs in, the same as clicking the button. */
jQuery("#login-password-field input").on("keydown", (ev) => {
if (ev.key === "Enter") {
ev.preventDefault();
jQuery("#login-submit button").trigger("click");
}
});
<</script>>
<</done>><<script>>
Ember.setPageBackdrop("2026_Calendar_Web.jpg", { whole: true });
<</script>>
<img class="login-logo" src="assets/images/Feybound_Logo_V1.png" alt="Feybound">
<div class="login-container" id="register-container">
<h2>Create an Account</h2>
<label>Email:</label>
<span id="register-email-field"><<textbox "$registerEmail" "">></span>
<label>Password: (at least 8 characters)</label>
<span id="register-password-field"><<passwordbox "$registerPassword" "">></span>
<label>Confirm Password:</label>
<span id="register-password-confirm-field"><<passwordbox "$registerPasswordConfirm" "">></span>
<p class="small-text">By creating an account you agree to our <<link "Privacy Policy">><<run Ember.openPrivacyDialog()>><</link>>.</p>
<<button "Create Account">>
<<script>>
(async () => {
const $error = jQuery("#register-error").empty();
const email = jQuery("#register-email-field input").val().trim();
const password = jQuery("#register-password-field input").val();
const confirm = jQuery("#register-password-confirm-field input").val();
State.variables.registerPassword = "";
State.variables.registerPasswordConfirm = "";
if (!email || !password) {
$error.wiki("Please enter an email and password.");
return;
}
if (password.length < 8) {
$error.wiki("Password must be at least 8 characters.");
return;
}
if (password !== confirm) {
$error.wiki("Passwords do not match.");
return;
}
const result = await Ember.signUp(email, password);
if (!result.success) {
$error.wiki(result.error || "Could not create an account.");
return;
}
if (result.needsEmailConfirmation) {
/* Built with jQuery/.text() rather than a wiki string: user-typed email
concatenated straight into .wiki() would let crafted input inject wiki
markup, and this avoids relying on a [[link]] re-wikified into an ad-hoc
jQuery-appended fragment. */
var $registerDone = jQuery("#register-container").empty();
jQuery(document.createElement("p")).append(
"Almost there! We've sent a confirmation link to ",
jQuery(document.createElement("b")).text(email),
". Click it, then log in."
).appendTo($registerDone);
jQuery(document.createElement("button"))
.addClass("link-internal macro-button")
.attr({ type: "button", role: "button", tabindex: 0 })
.text("Log in")
.ariaClick(() => Engine.play("Login"))
.appendTo($registerDone);
} else {
State.variables.accountId = result.userId;
State.variables.loggedIn = true;
jQuery(document.body).removeClass("logged-out");
Engine.play("SyncingSaves");
}
})();
<</script>>
<</button>>
<span id="register-error" style="color: red;"></span>
<div class="menu-secondary-link">
[[Already have an account? Log in|Login]]
</div>
</div><<script>>
Ember.setPageBackdrop("2026_Calendar_Web.jpg", { whole: true });
<</script>>
<img class="login-logo" src="assets/images/Feybound_Logo_V1.png" alt="Feybound">
<div class="login-container" id="forgot-password-container">
<h2>Reset Your Password</h2>
<<narration>>Enter your account's email address and we'll send you a link to set a new password.<</narration>>
<label>Email:</label>
<span id="forgot-password-email-field"><<textbox "$forgotPasswordEmail" "">></span>
<<button "Send Reset Link">>
<<script>>
(async () => {
const $error = jQuery("#forgot-password-error").empty();
const email = jQuery("#forgot-password-email-field input").val().trim();
if (!email) {
$error.wiki("Please enter your email address.");
return;
}
/* Deliberately shows the same message whether or not the email is a real
account — never confirm/deny which emails are registered. */
const result = await Ember.sendPasswordReset(email, window.location.origin + window.location.pathname);
if (result.success) {
/* See Register's needsEmailConfirmation branch above for why this avoids
concatenating user input into .wiki() and avoids a re-wikified [[link]]. */
var $forgotDone = jQuery("#forgot-password-container").empty();
jQuery(document.createElement("p")).append(
"If an account exists for ",
jQuery(document.createElement("b")).text(email),
", a reset link is on its way."
).appendTo($forgotDone);
jQuery(document.createElement("button"))
.addClass("link-internal macro-button")
.attr({ type: "button", role: "button", tabindex: 0 })
.text("Back to login")
.ariaClick(() => Engine.play("Login"))
.appendTo($forgotDone);
} else {
$error.wiki(result.error || "Something went wrong. Please try again.");
}
})();
<</script>>
<</button>>
<span id="forgot-password-error" style="color: red;"></span>
<div class="menu-secondary-link">
[[Back to login|Login]]
</div>
</div><<script>>
Ember.setPageBackdrop("2026_Calendar_Web.jpg", { whole: true });
<</script>>
<img class="login-logo" src="assets/images/Feybound_Logo_V1.png" alt="Feybound">
<div class="login-container" id="reset-password-container">
<h2>Set a New Password</h2>
<<narration>>You followed a password-reset link — choose a new password below.<</narration>>
<label>New Password: (at least 8 characters)</label>
<span id="reset-password-field"><<passwordbox "$resetPassword" "">></span>
<label>Confirm New Password:</label>
<span id="reset-password-confirm-field"><<passwordbox "$resetPasswordConfirm" "">></span>
<<button "Set Password">>
<<script>>
(async () => {
const $error = jQuery("#reset-password-error").empty();
const password = jQuery("#reset-password-field input").val();
const confirm = jQuery("#reset-password-confirm-field input").val();
State.variables.resetPassword = "";
State.variables.resetPasswordConfirm = "";
if (!password || password.length < 8) {
$error.wiki("Password must be at least 8 characters.");
return;
}
if (password !== confirm) {
$error.wiki("Passwords do not match.");
return;
}
const result = await Ember.updatePassword(password);
if (result.success) {
await Ember.signOut();
/* See Register's needsEmailConfirmation branch above for why this avoids a
re-wikified [[link]] in favor of a direct Engine.play() button. */
var $resetDone = jQuery("#reset-password-container").empty();
jQuery(document.createElement("p")).text("Your password has been updated.").appendTo($resetDone);
jQuery(document.createElement("button"))
.addClass("link-internal macro-button")
.attr({ type: "button", role: "button", tabindex: 0 })
.text("Log in")
.ariaClick(() => Engine.play("Login"))
.appendTo($resetDone);
} else {
$error.wiki(result.error || "Something went wrong. Please try again.");
}
})();
<</script>>
<</button>>
<span id="reset-password-error" style="color: red;"></span>
</div><div class="login-container">
<h2>Syncing Your Saves...</h2>
<<narration>>Just a moment while we check for saves from other devices.<</narration>>
</div>
<<script>>
(async () => {
await Ember.mergeCloudAndLocalSaves(State.variables.accountId);
Engine.play("gameMenuScreen");
})();
<</script>><<set $sessionName = $accountId>>
<<if !Ember.hasSeenGameInfo($accountId)>>
<<run Ember.markGameInfoSeen($accountId)>>
<<set $gameInfoReturnPassage = "gameMenuScreen">>
/* The automatic first-time tour — its pages offer a Skip button (game-info-skip). */
<<set $gameInfoFirstRun = true>>
<<goto "game-info-intro">>
<<else>>
<<script>>
Ember.setPageBackdrop("2026_Calendar_Web.jpg", { whole: true });
<</script>>
<div class="menu-container">
<img class="menu-logo" src="assets/images/Feybound_Logo_V1.png" alt="Feybound">
<h2>Welcome</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">>
<<run delete $gameInfoFirstRun>>
<<goto "game-info-intro">>
<</button>>
</div>
/* Unlocked by finishing the game once: makes every weapon talk on every attack (Combat.twee). */
<<if Ember.hasCompletedPlaythrough($accountId)>>
<div class="menu-secondary-link menu-option-toggle">
<label class="question-option" title="Every weapon speaks its mind on every attack, wild magic or not.">
<input type="checkbox" class="macro-checkbox" id="sentient-weapons-toggle"><span>Enable Sentient Weapons</span>
</label>
</div>
<<done>>
<<run jQuery("#sentient-weapons-toggle")
.prop("checked", Ember.isSentientWeaponsEnabled($accountId))
.on("change", function () { Ember.setSentientWeaponsEnabled(State.variables.accountId, this.checked); })>>
<</done>>
<</if>>
/* Optional 3D dice (diceRoller.js): only offered where the browser can run them. */
<<if Ember.isDiceRollerSupported()>>
<div class="menu-secondary-link menu-option-toggle">
<label class="question-option">
<input type="checkbox" class="macro-checkbox" id="dice-roller-toggle"><span>Use 3D Dice Roller</span>
</label>
</div>
<<done>>
<<run jQuery("#dice-roller-toggle")
.prop("checked", Ember.isDiceRollerEnabled(State.variables.accountId))
.on("change", function () {
Ember.setDiceRollerEnabled(State.variables.accountId, this.checked);
if (this.checked) Ember.preloadDiceRoller(State.variables.accountId);
})>>
<</done>>
<</if>>
<div class="menu-secondary-link">
[[Credits|credits-roll]]
</div>
<div class="menu-secondary-link">
<<link "Send Feedback">><<run Ember.openFeedbackDialog()>><</link>>
</div>
<div class="menu-secondary-link">
<<link "Privacy Policy">><<run Ember.openPrivacyDialog()>><</link>> | <<link "Delete My Account">><<run Ember.openAccountDeleteDialog()>><</link>>
</div>
<div class="menu-secondary-link">
<a class="fey-link-button" href="https://open.spotify.com/playlist/5c7qhPNk4PkddaoorrYBtp?si=8fbae52272ee46d9" target="_blank" rel="noopener noreferrer">Feybound Playlist</a>
</div>
<div class="menu-version"><<print Ember.getVersionLabel()>></div>
</div>
<</if>><<include "navigation">>
<<include "character-display-template">><h2>Select a Saved Adventure</h2>
<<set _saves = Ember.getSavesByAccount($accountId)>>
<<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_" + $accountId + "_">>
<<for _i to 0; _i lt _saves.length; _i++>>
<<set _currentSave = _saves[_i]>>
<div class="save-entry">
<<set _cloudSaveKey = _currentSave.replace(_prefix, "")>>
<<set _displayName = _cloudSaveKey.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>
/* The buttons run when clicked, after the loop has finished — capture pins this row's
save to them; without it every row's Load/Delete would act on the last save in the list. */
<<capture _currentSave, _displayName, _cloudSaveKey>>
<<if !_isCompleted>>
<<button "Load">>
<<script>>
var saveKey = State.temporary.currentSave;
const data = Ember.loadGameData(saveKey);
/* A save's last passage is translated through Ember.PassageRenames as it loads (save.js);
one that is gone from the story even so can't be played into, so say so instead. */
if (data && !Story.has(data.lastPassage)) {
UI.alert("This save was made in a part of the story that has since changed and can't be opened. Please send us feedback so we can fix it.");
} else 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, $accountId, _cloudSaveKey)>>
<</button>>
</span>
<</capture>>
</div>
<</for>>
</div>
<</scroll>>
<div id="confirm-delete"></div>
<</if>>/*
The Privacy Policy popup, opened by Ember.openPrivacyDialog (privacy.js) from the Create Account and
Login screens and the in-game menus. Plain HTML so it reads as a document, not story prose. This text
describes what the game actually collects and stores — keep it in step with the code (accounts in
login.js, saves in save.js, feedback in feedback.js, error reports in errorReport.js, account
deletion in privacy.js). Update Ember.PrivacyPolicyUpdated (02_constants.js) whenever it changes.
*/
<div class="privacy-policy">
<p class="small-text">Last updated: <<print Ember.PrivacyPolicyUpdated>></p>
<p>Feybound is a story game made by Emberglow Gaming ("we", "us"). This page explains, in plain language, what information the game collects, what we do with it, and how you can have it removed.</p>
<h3>What we collect, and why</h3>
<ul>
<li><b>Your account.</b> Your email address and a password. We use them to sign you in, to send the confirmation and password-reset emails you ask for, and to keep your saves with you. Your password is handled by our sign-in provider and stored scrambled (hashed), so we can't read it.</li>
<li><b>Your game.</b> Your character's name and choices, and your progress through the story. These are saved on your device and, when you are signed in, in our cloud database so you can carry on from another device.</li>
<li><b>Feedback you send.</b> If you use Send Feedback, we receive your message and anything you choose to include: your email address, details about where you are in the game, and files you attach. It is emailed to the Emberglow team.</li>
<li><b>Error reports.</b> If the game hits an error, it sends us a short report: what went wrong, which part of the story you were in, the day, your browser type, and the page address. If you are signed in, the report is linked to your account so we can follow up. It never contains your name, email address, or saves. We keep these reports for about 30 days.</li>
<li><b>On your device.</b> Your browser's storage holds your saves, your sign-in session, a few preferences (such as having seen the How to Play screens), and a note that you entered the site password. We do not use advertising or tracking cookies, and we have no analytics.</li>
</ul>
<h3>Who helps us run the game</h3>
<p>We use a few services, and each one handles only what it needs to:</p>
<ul>
<li><b>Supabase</b> stores accounts, saves, and error reports.</li>
<li><b>Netlify</b> hosts the game and its images. Like any web host, it sees your IP address in its server logs.</li>
<li><b>Resend</b> sends the emails: sign-up confirmation, password reset, and feedback.</li>
<li><b>ImprovMX</b> forwards messages sent to our contact address to the Emberglow team.</li>
<li><b>Google Fonts</b> supplies the game's lettering. Your browser loads it directly from Google, which sees your IP address.</li>
</ul>
<p>We do not sell your information or use it for advertising.</p>
<h3>Keeping and deleting your information</h3>
<p>We keep your account and saves until you delete them. You can delete a single character from the Load screen, or delete your whole account at any time with <b>Delete My Account</b> in the main menu. That removes your account, your cloud saves, and the error reports linked to your account, and clears this device's copy. Saves on other devices you have used stay there until you clear that browser's data. Feedback you have already sent is an email we hold; ask us if you would like it removed.</p>
<h3>Age</h3>
<p>Feybound is a story game for a general audience. Accounts are meant for people aged 13 and over. If you are younger, please have a parent or guardian create and look after the account with their email address. If we learn that a child under 13 has made an account without a parent, we will delete it.</p>
<h3>About the story</h3>
<p>Feybound is a fantasy adventure with peril, combat, and some dark themes, in the spirit of classic fantasy novels. Parents and guardians who are comfortable with that kind of book will find the game suits the same readers.</p>
<h3>Your choices</h3>
<p>You can ask to see, correct, or remove what we hold about you<<if Ember.PrivacyContactEmail>> by writing to <a @href="'mailto:' + Ember.PrivacyContactEmail"><<print Ember.PrivacyContactEmail>></a><</if>><<if !Ember.PrivacyContactEmail>> through Send Feedback in the game<</if>>. We take reasonable steps to keep your information safe, but no system is perfectly secure.</p>
<h3>Changes</h3>
<p>If we change this page, the date at the top changes with it.</p>
<div class="feedback-buttons"><button type="button" id="privacy-close">Close</button></div>
</div>/*
The "Delete My Account" confirmation, opened from the main menu by Ember.openAccountDeleteDialog
(privacy.js). The player has to type DELETE before the button works; privacy.js wires it up and calls
the delete-account Edge Function.
*/
<div id="account-delete-form" class="feedback-form">
<p class="feedback-intro">This permanently deletes your Feybound account, every character you have saved in the cloud, and the error reports linked to your account. It also clears this device's copy. It cannot be undone.</p>
<label for="account-delete-confirm">To confirm, type <b>DELETE</b> below</label>
<input type="text" id="account-delete-confirm" autocomplete="off" autocapitalize="characters" spellcheck="false">
<div id="account-delete-status" class="feedback-status" role="status" aria-live="polite"></div>
<div class="feedback-buttons">
<button type="button" id="account-delete-go" disabled>Delete My Account</button>
<button type="button" id="account-delete-cancel">Cancel</button>
</div>
</div><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...<br/>
[[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.setAllBonuses($pc)>>
<<run Ember.setAC($pc)>>
<<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 $pc.family.name's demand. You resented
that training at first, and the calluses it left on your already work-scarred hands. But you have since come to
appreciate the skills you now have...
<</if>>
<</narration>>
<<prompt>>You were trained as a <span id="class-select"><<listbox "_charClass" autoselect>>
<<option "Barbarian">>
<<option "Bard">>
<<option "Cleric">>
<<option "Fighter">>
<<option "Rogue">>
<<option "Wizard">>
<</listbox>></span> and prefer to wield <select id="weapon-dropdown"></select>
<</prompt>>
<<scroll id="class-desc">>
Barbarian 2d4 - CON - Intimidation Skills:
* Rage (for all attacks this combat, add d(x) on attacks, but take d(x) damage on attacks against you.
* Intimidation - Bonus (double your Inspiration Dice on this roll type)
<</scroll>>
<<scroll id="weapon-desc">><</scroll>>
<span id="classWeaponSelected">
<<button "Confirm your Class & Weapon">>
<<run Ember.updateCharacterClass($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(Ember.getItemNarrationName($pc.weapon))>>. 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 Eleventy-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/>
[[Continue...|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/>
[[Continue...|d1-passage2]]
<</narration>><<narration>>
<<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]]
<</narration>><<image-medium "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "center">>
<<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 1>>
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>>
<<include "d2-passage1-fadein">>
<</replace>>
<</timed>><<player-speech>>
What's happening to me?
<</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 1>>
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 1>>
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>><<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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
If you wish to know WHY you are here,
<</speech>>
<<narration>>
He continues,
<</narration>>
<<speech 1>>
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]]<<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
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]]<<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
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]]<<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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]]<<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<speech 1>>
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 Sybaris 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>>
<<include "game-info-skip">><<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>>
<<joint-speech>>
This is ''joint speech'' — when your character and others say something together, all at once.
<</joint-speech>>
<<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>>
<<include "game-info-skip">><<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>>
<<include "game-info-skip">><<narration>>
The Summer Court favors pale, sun-washed green pages and lush, verdant tones — bright, vivid, and alive. This is ''narration'' here, set in a deep, near-black forest green in a hand-lettered, storybook typeface.
<</narration>>
<<speech>>
This is ''speech'' — the words of the people and creatures you meet, in a deep royal purple.
<</speech>>
<<player-speech>>
This is ''player speech'' — the words your own character says out loud, in a rich raspberry rose.
<</player-speech>>
<<thought>>
This is a ''thought'' — in that same raspberry rose, and touched with italics.
<</thought>>
<<joint-speech>>
This is ''joint speech'' — when your character and others say something together, blending royal purple into raspberry rose.
<</joint-speech>>
<<scroll>>
This is ''scroll'' text — the same flavor text, dressed for the Summer Court in a leafy, sun-dried green.
<</scroll>>
<<narration>>
And this is a ''button'' — here it turns verdant green, edged in amber gilding. Hover over this one to see it glow.<br/>
<<button "Example Button">><</button>>
<</narration>>
<<prompt>>
And this is a ''prompt'' — here it glows a bold burnt orange.<br/>
[[Now see the Winter Court's style|game-info-courts-winter]]
<</prompt>>
<<include "game-info-skip">><<narration>>
The Winter Court runs cooler and sharper — pale ice-blue backdrops. This is ''narration'' here, set in a deep midnight navy.
<</narration>>
<<speech>>
This is ''speech'' — the words of the people and creatures you meet, in a crisp, cold teal.
<</speech>>
<<player-speech>>
This is ''player speech'' — the words your own character says out loud, in a deep, regal indigo-violet.
<</player-speech>>
<<thought>>
This is a ''thought'' — in that same indigo-violet, and touched with italics.
<</thought>>
<<joint-speech>>
This is ''joint speech'' — when your character and others say something together, blending cold teal into indigo-violet.
<</joint-speech>>
<<scroll>>
This is ''scroll'' text — the same flavor text, here pale and frosted for the Winter Court.
<</scroll>>
<<narration>>
And this is a ''button'' — here it takes on a deep indigo, edged in icy silver-blue. Hover over this one to see it glow.<br/>
<<button "Example Button">><</button>>
<</narration>>
<<prompt>>
And this is a ''prompt'' — here it turns a bold violet-purple.<br/>
[[Continue...|game-info-components]]
<</prompt>>
<<include "game-info-skip">><<set $gameInfoReturnPassage = $gameInfoReturnPassage ?? "gameMenuScreen">>
<h2 style="text-align: center;">A few other things you'll see in Feybound...</h2>
<<scroll>>
<h2 class="scroll-title">Inspiration Dice</h2>
<</scroll>>
<<narration>>
Inspiration Dice are a little extra luck you can call on when it matters most. You'll receive them on certain days
of your journey — the days you pull one from your Advent Calendar — and on a few other occasions, as a reward for
making good (or even better) decisions along the way.<br/>
Whatever dice you've earned are shown in the left-hand panel, under ''Inspiration Dice''. You can spend them in all
sorts of ways: adding to a skill check, powering your skills and spells in combat, or healing yourself in the middle
of a fight. You can also spend one to get rid of a temporary Wild Magic effect early, by clicking the ✕ beside it in
the left-hand panel. Otherwise, those effects stick around until your next long rest — and that only happens once or
twice in the whole story. Spend them wisely!
<</narration>>
<<scroll>>
<h2 class="scroll-title">Skill Checks</h2>
<</scroll>>
<<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>>
<<scroll>>
<h2 class="scroll-title">Wild Magic</h2>
<</scroll>>
<<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>>
<<scroll>>
<h2 class="scroll-title">Memory Challenges</h2>
<</scroll>>
<<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>>
<<scroll>>
<h2 class="scroll-title">Telling Your Story</h2>
<</scroll>>
<<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...">>
/* A second tap runs this body again after the variable is deleted; ignore it rather than goto undefined. */
<<set _gameInfoReturnPassage = $gameInfoReturnPassage>>
<<if _gameInfoReturnPassage>>
<<run delete $gameInfoReturnPassage>>
<<run delete $gameInfoFirstRun>>
<<goto _gameInfoReturnPassage>>
<</if>>
<</link>>
<</prompt>>
<<include "game-info-skip">>/* On the automatic first-time tour only ($gameInfoFirstRun, set by gameMenuScreen): skip the rest of How to
Play and go straight to the main menu. The "seen" marker is set just as if the tour were finished. */
<<if $gameInfoFirstRun>>
<div class="game-info-skip">
<<button "Skip How to Play">>
<<run Ember.markGameInfoSeen($accountId)>>
<<run delete $gameInfoFirstRun>>
<<run delete $gameInfoReturnPassage>>
<<goto "gameMenuScreen">>
<</button>>
</div>
<</if>><<image-medium "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "center">>
<<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>><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<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>>
<<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
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 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.<br/>
Make a stealth check: Because you chose the deer trail, the thick grass hides your approach.
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _advantage = true>>
<<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>>
<<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
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.
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _disadvantage = true>>
<<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>><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<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>><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<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>>
<<goto "frostfoot-fox-boulder-results-failure">>
<<elseif _totalResult gte _dc>>
<<goto "frostfoot-fox-boulder-results-success">>
<</if>><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<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>>
<<include "frostfoot-fox-boulder-results-continue">><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<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>>
<<include "frostfoot-fox-boulder-results-continue">><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.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _advantage = true>>
<<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>><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<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>>
<<goto "frostfoot-fox-log-results-failure">>
<<elseif _totalResult gte _dc>>
<<goto "frostfoot-fox-log-results-success">>
<</if>><<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>>
<<include "frostfoot-fox-log-results-continue">><<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>>
<<include "frostfoot-fox-log-results-continue">><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.
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _disadvantage = true>>
<<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>><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<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>><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<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 are 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, empty until now, 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>><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<narration>>
This is your third time startling the fox. He bolts off across the water and vanishes into the forest...
<</narration>>
<div id="frostfoot-fox-final-fail-fadein">
<<narration>>
<<link "Continue">>
<<run Ember.updateCourtFavor($pc, "winter", -1)>>
<<replace "#frostfoot-fox-final-fail-fadein" transition>>
<<include "frostfoot-fox-final-fail-morp">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
You return to Morp and shamefacedly admit that you've failed to catch the Frostfoot Fox.
<</narration>>
<<speech>>
You've lost him! You have!
<</speech>>
<<narration>>
Morp squeaks angrily.
<</narration>>
<<speech>>
You don't know what trouble you've brought down on me! Frostfoots don't fall out of the sky like snowflakes!
<</speech>>
<<narration>>
He's scowling nastily at you as he snatches the golden rope back from you.
<</narration>>
<<speech>>
I will surely tell Mother Morana of your incompetence, I will! And she will be none too pleased!
<</speech>>
<<narration>>
Miserably, you set your face to the road ahead, with Morp's hurled abuses soon fading into the background...<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<episode-title "Morp's Menagerie" "TD Orel">>
<<image-medium "Morp.png" "A jovial looking dwarf with a big beard, a large pointy hat, smoking a pipe, and wearing a garrulous outfit." "center">>
<<set $foxStartleCount = 0>>
<<set $swanNetAttempts = 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>><<image-small "Morp.png" "A jovial looking dwarf with a big beard, a large pointy hat, smoking a pipe, and wearing a garrulous outfit." "right">>
<<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><<image-small "Morp.png" "A jovial looking dwarf with a big beard, a large pointy hat, smoking a pipe, and wearing a garrulous outfit." "right">>
<<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. 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>><<image-small "Frostfoot_Fox.png" "A snarling fox with icicle-tipped fur, stalking forward across a patch of cracked ice." "right">>
<<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]]<<image-small "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "right">>
<<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]]<<image-medium "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "center">>
<<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]]<<image-small "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "right">>
<<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>><<image-small "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "right">>
<<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. Her long neck arches dramatically over her body, and her copper-
colored feathers burning like torch fire beneath the sun. The huge bird unfurls its wings as it repositions on
the ledge, and tiny embers dance off her feathers. She sweeps her 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.
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _advantage = true>>
<<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>>
<<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 Sparkfeather 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>><<image-small "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "right">>
<<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 chirp in protest as you climb 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. Her long neck arches dramatically over her body, and her copper colored
feathers burn like torch fire beneath the sun. The huge bird unfurls its wings as it repositions on the ledge,
and tiny embers dance off her feathers. She sweeps her elegant head in your direction, squinting suspiciously.
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _disadvantage = true>>
<<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>>
<<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>><<image-small "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "right">>
<<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>><<image-small "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "right">>
<<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>>
<<goto "sparkfeather-swan-boulder-results-failure">>
<<elseif _totalResult gte _dc>>
<<goto "sparkfeather-swan-boulder-results-success">>
<</if>><<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>>
<<include "sparkfeather-swan-boulder-results-continue">><<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>>
<<include "sparkfeather-swan-boulder-results-continue">><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 her with your white net. But since you chose the boulder,
you'll have to jump out from your hiding place.
<</narration>>
<<set _targetStat = "Dexterity">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _disadvantage = true>>
<<set _diceRollCheck_header = null>>
<<set _checkResultsPassage = "sparkfeather-swan-boulder-results-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult gte _dc>>
<<include "sparkfeather-swan-net-success">>
<<elseif _totalResult lt _dc>>
<<set $swanNetAttempts = ($swanNetAttempts || 0) + 1>>
<<include "sparkfeather-swan-net-attempt-boulder">>
<</if>><<image-small "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "right">>
<<narration>>
Deciding to try to 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>>
<<goto "sparkfeather-swan-cave-results-failure">>
<<elseif _totalResult gte _dc>>
<<goto "sparkfeather-swan-cave-results-success">>
<</if>><<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>>
<<include "sparkfeather-swan-cave-results-continue">><<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>>
<<include "sparkfeather-swan-cave-results-continue">><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 her with your white net. Lurking from the shadows, she
doesn't seem to notice you prepping your net.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _advantage = true>>
<<set _checkResultsPassage = "sparkfeather-swan-cave-results-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult gte _dc>>
<<include "sparkfeather-swan-net-success">>
<<elseif _totalResult lt _dc>>
<<set $swanNetAttempts = ($swanNetAttempts || 0) + 1>>
<<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>>
The Sparkfeather Swan hisses angrily at you, and spreads 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 = "sparkfeather-swan-net-attempt-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<narration>>
You leap out from behind the boulder and sling the large ivory net at the swan. You miss! The net rolls harmlessly
onto the rocks, and the swan hisses in surprise.
<</narration>>
<div id="sparkfeather-swan-net-attempt-boulder-fadein"></div>
<<timed 2s>>
<<replace "#sparkfeather-swan-net-attempt-boulder-fadein" transition>>
<<narration>>
The Sparkfeather Swan hisses angrily at you, and spreads her wings wide. You can feel the heat boiling from
her! Your hiding place is gone, but 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 = "sparkfeather-swan-net-attempt-check-results">>
<<include "OmniDiceRollCheck">>
<</replace>>
<</timed>><<if _totalResult gte _dc>>
<<goto "sparkfeather-swan-net-success">>
<<elseif _totalResult lt _dc>>
<<set $swanNetAttempts = ($swanNetAttempts || 0) + 1>>
<<if $swanNetAttempts lt 3>>
<<goto "sparkfeather-swan-net-attempt-fail2">>
<<else>>
<<goto "sparkfeather-swan-final-fail">>
<</if>>
<</if>><<image-small "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "right">>
<<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 her powerful wings to rise into the sky! In
desperation, you cast it once more at the great bird as she 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>><<image-small "Sparkfeather_Swan.png" "A large swan with copper-gold feathers, embers drifting off her wings as she perches on a rocky ledge." "right">>
<<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 her 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, empty until now, you see a bone-white fox with
icy-blue eyes.
<</narration>>
<<speech>>
I'm grateful, I truly am.
<</speech>>
<<narration>>
Morp says as he carefully sets the Sparkfeather Swan into her own cage. He gives 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>><<narration>>
This is your third time startling the swan. She spreads her fiery wings and bursts into the air. Smoke and ash
sweep over you as the bird soars back over the forest...
<</narration>>
<div id="sparkfeather-swan-final-fail-fadein">
<<narration>>
<<link "Continue">>
<<run Ember.updateCourtFavor($pc, "summer", -1)>>
<<replace "#sparkfeather-swan-final-fail-fadein" transition>>
<<include "sparkfeather-swan-final-fail-morp">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
You return to Morp and shamefacedly admit that you've failed to catch the Sparkfeather Swan.
<</narration>>
<<speech>>
You've lost her! You have!
<</speech>>
<<narration>>
Morp squeaks angrily.
<</narration>>
<<speech>>
You don't know what trouble you've brought down on me! Sparkfeathers don't grow on trees!
<</speech>>
<<narration>>
He's scowling nastily at you as he snatches the snowstring net back from you.
<</narration>>
<<speech>>
I will surely tell the Lady Titania of your incompetence, I will! And she will be none too pleased!
<</speech>>
<<narration>>
Miserably, you set your face to the road ahead, with Morp's hurled abuses soon fading into the background...<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<episode-title "Jacques De La Coeur" "Kate Korsak">>
<<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><<image-medium "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "center">>
<<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 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 birdfolk 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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 the forest path while trying to rub his signature off 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 Darkwoods alone! Allow me to guide you along this dangerous
path!
<</speech>>
<<narration>>
You look at him, astounded. You can't imagine a more arrogant or less pleasant traveling companion. Is he as
oblivious as he seems? And what are his motives for 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
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 also 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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
You soon understand how the Darkwoods 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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 exclaim 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 there, 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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 De La 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 sticks 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 De La 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
Jacques looks very uncomfortable at this request, 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 forest. 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 do. She seems humored by his unwillingness
to play.<br/>
[[Continue...|darkwoods-meet-travelers-3]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
Jacques looks very uncomfortable at this request, 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
[[Intercede for Jacques|darkwoods-intercede-for-jacques]] -or-<br/>
[[Leave him to resolve it for himself|darkwoods-let-jacques-swing]]
<</prompt>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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 the Darkwoods.
<</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($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwoods-interceded-for-jacques-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwoods-interceded-for-jacques-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwoods-interceded-for-jacques-failure">>
<</if>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<run Ember.adjustBardSympathy($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>>
<<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>>
<<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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
Jacques is quiet for a moment, then seems to put his brash confidence back on.
<</narration>>
<<speech>>
Yes, yes, perfectly fine.
<</speech>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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 for 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($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwoods-let-jacques-swing-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwoods-let-jacques-swing-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwoods-let-jacques-swing-failure">>
<</if>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<run Ember.adjustBardSympathy($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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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 Darkwoods... 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 by 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 are horribly sharp sounds that are
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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
Aarakocra 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<player-speech>>
I'm sorry it's not working, that's awful.
<</player-speech>>
<<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>>
You ask,
<</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>>
<<player-speech>>
Not even a little?
<</player-speech>>
<<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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
Something ahead once again catches your eye. At last—more light! Maybe this is another group of travelers who 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 eyes.<br/>
Slowly, you turn around.
A massive pair of glowing eyes stares 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">><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
Jacques looks serious. There's fear in his eyes, 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 they're 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 its
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>>
<<player-speech>>
It's beautiful.
<</player-speech>>
<<speech>>
It is.
<</speech>>
<<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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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, Jacques! 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 assaulted 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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 they're 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>>
<<player-speech>>
It's beautiful.
<</player-speech>>
<<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>>
<<player-speech>>
That would also have hurt, a lot.
<</player-speech>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
The twisting path through the Darkwoods 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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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/>
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 you, 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 Darkwoods seem 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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 here, 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($pc, -_olinvaleDamage)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-jacques-friend-olinvale-3]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwood-jacques-friend-olinvale-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwood-jacques-friend-olinvale-3-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwood-jacques-friend-olinvale-3-failure">>
<</if>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
A dawning realization crosses his face.
<</narration>>
<<speech>>
Ah! That is what my father's song is meant to do.
<</speech>>
<<narration>>
He takes a deep breath, then begins.<br/>
The strum of the lute and the strength of his voice pierce the gloom and cover Olinvale like a comforting quilt,
draping everything in warmth. The clouds recede, and the sun shines warm and full again!<br/>
Slowly, doors begin to open. Faces appear behind boarded windows, stealing glances at the bard who walks through
their town. Even the rain eases up, turning to a gentle patter, and the flowers seem to lean closer, anxious to
hear whatever note Jacques plays next.<br/>
Between coughs and tears, you see smiles and laughter. The dark that rested here has dissipated and fled!<br/>
<<link "Continue... and gain 2 Inspiration D6">>
<<run Ember.adjustD6Inspiration($pc, 2)>>
<<run UI.update()>>
<<goto "darkwood-jacques-friend-olinvale-4-success">>
<</link>>
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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>>
<<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 to find
Jacques signing his name on the arm of a very enthusiastic boy.<br/>
With the Darkwoods, Olinvale, and Jacques all behind you, you continue on your journey To Where You Need To Go.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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($pc, -_olinvaleDamage)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-jacques-friend-olinvale-3-failure-2]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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 to 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 Darkwoods, Olinvale, and Jacques all behind you, you continue on your journey To Where You Need To Go.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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>>
<<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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
The path //To Where You Need To Go// is shaded by oak trees, not nearly as eerie as the Darkwoods 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 1>>
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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
The twisting path through the Darkwoods 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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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 here, 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($pc, -_olinvaleDamage)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-uncertain-to-orinvale-3]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "darkwood-uncertain-to-orinvale-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "darkwood-uncertain-to-orinvale-3-success">>
<<elseif _totalResult lt _dc>>
<<goto "darkwood-uncertain-to-orinvale-3-failure">>
<</if>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
A dawning realization crosses his face.
<</narration>>
<<speech>>
Ah! That is what my father's song is meant to do.
<</speech>>
<<narration>>
He takes a deep breath, then begins.<br/>
The strum of the lute and the strength of his voice pierce the gloom and cover Olinvale like a comforting quilt,
draping everything in warmth. The clouds recede, and the sun shines warm and full again!<br/>
Slowly, doors begin to open. Faces appear behind boarded windows, stealing glances at the bard who walks through
their town. Even the rain eases up, turning to a gentle patter, and the flowers seem to lean closer, anxious to
hear whatever note Jacques plays next.<br/>
Between coughs and tears, you see smiles and laughter. The dark that rested here has dissipated and fled!<br/>
<<link "Continue... and gain 2 Inspiration D6">>
<<run Ember.adjustD6Inspiration($pc, 2)>>
<<run UI.update()>>
<<goto "darkwood-uncertain-to-orinvale-3-success-2">>
<</link>>
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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 Darkwoods, Olinvale, and Jacques all behind you, you continue on your journey To Where You Need To Go.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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($pc, -_olinvaleDamage)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-uncertain-to-orinvale-3-failure-2]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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 to 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 Darkwoods, Olinvale, and Jacques all behind you, you continue on your journey To Where You Need To Go.<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
The Darkwoods seem 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>>
<<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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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($pc, -_olinvaleDamage)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You take _olinvaleDamage points of damage.<br/>
[[Continue...|darkwood-jacques-reject-to-olinvale-3]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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 Darkwoods. 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>>
<<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>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<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>>
<<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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
The path //To Where You Need To Go// is shaded by oak trees, not nearly as eerie as the Darkwoods 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 1>>
Poor foolish bard.
<</speech>>
<<narration>>
He says, a bit wistfully,
<</narration>>
<<speech 1>>
So many stages he could yet disgrace, and songs he could squawk...
<</speech>>
<<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 1>>
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>><<episode-title "The Tollman" "Nathan Featherstone">>
<<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; all of these had been familiar 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, the ravine below you is full of thick, unmoving
mist that curls, waits, and somehow listens...<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.getItemNarrationName($pc.weapon)>> <<if Ember.getWeaponStyle($pc.weapon) is "ranged">>slung across your back<<elseif Ember.getWeaponStyle($pc.weapon) is "blunt">>at your side<<else>>at your belt<</if>> 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 that the mist 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>><<image-medium "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "center">>
<<narration>>
You blink, and suddenly, at the halfway point of the bridge there is a figure, neither man nor woman. Frost clings to one
shoulder of their long, fashionable coat, while petals of a later-spring or summer-blooming flower are interwoven
and tangled on the opposite side. One boot is laced with a sterling-silver string, while 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 and clap slowly when they catch your gaze.
<</narration>>
<<speech>>
Well done, I say.
<</speech>>
<<narration>>
They exclaim in 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 their face is bright enough to appear charming and sharp enough to feel like a
threat.<br/>
[[Continue...|tollman-enter-the-tollman-2]]
<</narration>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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>>
<<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 the 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<narration>>
You find yourself standing where the three roads meet and converge into one path again. It feels impossible 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 path you have walked runs 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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, 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<narration>>
An avalanche of images cascades 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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 dirt of the near side of the bridge. You lean over and see a
rune carved at the base of the bridge that depicts 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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 lights hang from branches
where no hands could have placed them, 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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 trees|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. A 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 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 a 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 it does, 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 Summer's
Embrace.
<</narration>>
<div id="tollman-summer-road-feast-join-revel-fade-in">
<<narration>>
<<link "Continue...">>
<<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><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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 one 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 revelry 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 first to a feeling of soft
earth under your boot, and then to the familiar scrape of a dirt trail. 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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 are 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 one 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 first to a feeling of soft
earth under your boot, and then to the familiar scrape of a dirt trail. The winding trail straightens,
leading you deeper into an ancient forest where the joy of the celebration slowly slips away.<br/>
<<link "Continue...">>
<<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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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's edge 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 question,
<</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 of 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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.
It's 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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, 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 trees|tollman-inspect-summer-road]]
<</prompt>><<narration>>
No frost glitters on the Hollow Road, nor does music or warm lantern light beckons 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. Suspended across the
hollow trunk is an impossible strand of light, held taut like 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 prances 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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...">>
<<goto "tollman-final">>
<</link>>
<</narration>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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...">>
<<goto "tollman-final">>
<</link>>
<</narration>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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 soft, distant 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 and make you question 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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">><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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 Ember.stabilizeAtOneHp($pc)>>
<<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 white and blue through bare branches rimed with a sheen of ice.<br/>
To the right, a different light glows with 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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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 trees|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, $pc.family.name, intrudes into your thoughts.
Their face rises in your mind as something does when it stirs to the surface of water. Small memories of day-to-day
laughter over something small. Fragments of wounded times, perhaps left or lost.<br/>
Winter's temptation to cling to the cold is not cruelty. It is what makes the path dangerous. It offers you the
chance to preserve what matters so completely that nothing can ever take it from you again. Protection through
control. Stillness in place of change. An end to the chaos of loss.<br/>
You feel the temptation hit you like a blow...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Constitution">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "tollman-trust-winter-road-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "tollman-trust-winter-road-3-success">>
<<elseif _totalResult lt _dc>>
<<goto "tollman-trust-winter-road-3-failure">>
<</if>><<narration>>
Standing before the mirror, you gaze back and remain yourself. You understand the seduction of the offer without
surrendering to it. The cold settles into your skin, nipping your cheeks and nose. But it does not own you.
Instead, you feel instinctively that it is offering you a choice:<br/>
[[Touch the mirror and accept Winter's gift|tollman-trust-accept-winters-gift]] -or-
[[Turn away from the mirror and refuse the gift|tollman-trust-refuse-winters-gift]]
<</narration>><<narration>>
The ice doesn't bite or burn you; it welcomes you. It begins to trace itself up your wrist, leaving a subtle
marking of its blessing. Your mirror image smiles a sharp, satisfied smile, and the Winter's Grove opens, letting
you leave.
<</narration>>
<div id="tollman-trust-accept-winters-gift-fade-in">
<<narration>>
<<link "Continue...">>
<<run Ember.addItemToInventory($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><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<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 lies 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...">>
<<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>><<episode-title "The Weaver" "Teal Coppock">>
<<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 within 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 small, beautiful 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>><<image-medium "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "center">>
<<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 assistance,
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 yourself back at the cozy clearing with the melodic music greeting you.<br/>
[[Approach the cottage|weaver-approach-cottage]]
<</narration>><<image-medium "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "center">>
<<narration>>
The scents of lavender, mint, and sage embrace you as you approach the solid oaken door. The cottage's 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 cut off and are then 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 a 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>>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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 a long time 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, 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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-forest-pretend-to-accept-quest-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-forest-pretend-to-accept-quest-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-forest-pretend-to-accept-quest-failure">>
<</if>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
You pretend to graciously accept the weaver's task.
<</narration>>
<<player-speech>>
I would be happy to bring you the flower.
<</player-speech>>
<<narration>>
A smile lights up the woman's face, and for a brief moment, her teeth seem slightly pointed.
<</narration>>
<<speech>>
Thank you. I knew I could count on a brave adventurer such as yourself. It is a deep, dark red flower about the
size of my palm.
<</speech>>
<<narration>>
She holds out her palm to you and compares her calloused hand to your own.
<</narration>>
<<speech>>
It should be the only flower on a vine encasing a large oak tree in the middle of a clearing. I am sure you will
find it quickly. My cabin is just over the hill. Please bring it there once you collect it.
<</speech>>
<<narration>>
She lifts her hand and points with a thin finger towards the north.<br/>
With the description in mind, you depart with as much haste as you can.<br/>
<<link "Continue...">>
<<run Ember.adjustWeaverScore($pc, 1)>>
<<goto "weaver-forest-pretend-success-flowers">>
<</link>>
<</narration>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
You resolve to lie to the weaver, but even as you do, the words stutter in your mouth and come out as an
acceptance...<br/>
<<link "Agree to help">>
<<run Ember.adjustWeaverScore($pc, -1)>>
<<goto "weaver-forest-help-get-red-flower">>
<</link>>
<</narration>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
Something about this mysterious woman chills you. You think it unwise to outright refuse her quest. Perhaps with
a lie, you can excuse yourself and flee from this place...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 13 - Ember.checkWeaverScore($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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
You pretend to 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 hand 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($pc, 1)>>
<<goto "weaver-forest-pretend-success-flowers">>
<</link>>
<</narration>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
You resolve to lie to the weaver, but even as you do, the words stutter in your mouth and come out as
an acceptance...<br/>
<<link "Search for the flower">>
<<run Ember.adjustWeaverScore($pc, -1)>>
<<goto "weaver-cottage-help-get-red-flower">>
<</link>>
<</narration>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<run Ember.adjustWeaverScore($pc, 1)>>
<<narration>>
For a brief moment, you could swear her teeth seem pointed, and her eyes narrow 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 hand 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 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 at 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.
<</narration>>
<<prompt>>
Which will you do?<br/>
[[Approach the flower|weaver-oak-approach-the-flower]]<br/>
[[Search the clearing|weaver-oak-search-the-clearing]]
<</prompt>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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 hand 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 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 at 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.
<</narration>>
<<prompt>>
Which will you do?<br/>
[[Approach the flower|weaver-oak-approach-the-flower]]<br/>
[[Search the clearing|weaver-oak-search-the-clearing]]
<</prompt>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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 hand 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 lights 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 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 at 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.
<</narration>>
<<prompt>>
Which will you do?<br/>
[[Approach the flower|weaver-oak-approach-the-flower]]<br/>
[[Search the clearing|weaver-oak-search-the-clearing]]
<</prompt>><<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 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 at 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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
You find yourself filled with glee as you skip to the top of the hill, grass caressing your legs as you pass.<br/>
As you close in, you think calling the flower simply red is a disservice to the flower. 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 quickly flees. The promise of a warm meal and a safe place to sleep is too tempting.<br/>
Just as the sun slips behind the horizon, you gently pull the 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. As
quickly as it appeared, the wind quiets and a calm night settles on the forest.<br/>
You are soon able to locate the weaver's cabin once more, and your trek to it 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 admiration as she slowly reaches for the flower in your hand.<br/>
[[Give her the flower|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, so 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 charm by taking one 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 their purpose is|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 who 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, the remaining charms
drop 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.
<</narration>>
<<prompt>>
Which will you do?<br/>
[[Approach the flower|weaver-oak-grab-charm-approach-flower]]<br/>
[[Run back to the cottage|weaver-oak-grab-charm-run-to-cottage]]
<</prompt>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
You walk more carefully after 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 the 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. 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 run 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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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 she already seems to know your
intention. <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.
<</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 the 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 she begins flying from tree to tree surrounding you. It is almost
difficult to track her voice as she moves.
<</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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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 the petals 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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<player-speech>>
I, uh, 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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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 for a long moment 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($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "weaver-oak-grab-charm-run-to-cottage-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "weaver-oak-grab-charm-run-to-cottage-success">>
<<elseif _totalResult lt _dc>>
<<goto "weaver-oak-grab-charm-run-to-cottage-failure">>
<</if>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<speech>>
Very well. You are correct in that without you, I would have remained bound.
<</speech>>
<<narration>>
She muses almost to herself,
<</narration>>
<<speech>>
And I ALWAYS pay my debts.
<</speech>>
<<narration>>
She walks to her cabinet and rifles through several jars of dried herbs and tinctures. She takes a small jar
filled with a dark brown liquid and gently hands it to you.<br/>
You lift it into the firelight and look at the viscous liquid. It flows like honey.<br/>
She sits back at her table and says,
<</narration>>
<<speech>>
Drink and free yourself from the illusion.
<</speech>>
<<narration>>
She has been honest with you, and you are inclined to trust the substance. You unstopper the jar, bring it to your
lips, and tip back your head. It even tastes like honey.<br/>
<<link "Lose your highest-value Inspiration Die and Continue...">>
<<run Ember.removeHighestInspiration($pc)>>
<<goto "weaver-ending-5">>
<</link>>
<</narration>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
Quick as a flash, you draw your <<print Ember.getItemNarrationName($pc.weapon)>> and attack!
<</narration>>
<<set _diceRollCheck_header = "Attack the weaver">>
<<set _targetStat = "Strength">>
<<set _dc = 15 - Ember.checkWeaverScore($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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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
roughly made fence and land in a heap among the herb garden.<br/>
Before you lift up your head from the foliage, you hear the creak 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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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 peeks 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 from 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 off 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 by 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 they are to you, the easier
it is to make out some of their features. Some have pointed ears, some have golden eyes, all smiling and holding
flutes filled with a purple liquid. The most peculiar thing about it is that your eyes are the same shade as the
flower you plucked from the 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 Die and Continue...">>
<<run Ember.removeHighestInspiration($pc)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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. 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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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 peeks 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 off 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 by 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 they are to you, the easier
it is to make out some of their features. Some have pointed ears, some have golden eyes, all smiling and holding
flutes filled with a purple liquid. The most peculiar thing about it is that your eyes are the same shade as the
flower you plucked from the 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 Die and Continue...">>
<<run Ember.removeHighestInspiration($pc)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
Your quick thinking seems to have caught her off guard, and <<if Ember.getWeaponStyle($pc.weapon) is "ranged">>the shot from your <<print Ember.getItemNarrationName($pc.weapon)>> sinks deep into her chest<<elseif Ember.getWeaponStyle($pc.weapon) is "blunt">>your <<print Ember.getItemNarrationName($pc.weapon)>> slams into her chest with a sickening crunch<<else>>your <<print Ember.getItemNarrationName($pc.weapon)>> sinks deep into her chest<</if>>. She lets out
an agonizing scream and falls to her knees, hands going to her chest as if she could stop the life flowing out of
her body. After a short time, she falls completely to the ground and wraps her arms around her knees.<br/>
As she stills, you notice something odd happening. Her body seems to shrivel like a raisin, and her once-thick
and coppery hair grows dull and brittle. In tandem with the transformation happening to her, the facade on the
cabin seems to be lifting as well. The rich carpet covering the floor fades to a threadbare stretch of fabric,
and you can see starlight peeking through the growing holes in the roof. As the scene settles, you stand in a
dilapidated shack with a mummy at your feet.<br/>
You let out a breath you didn't know you had been holding. You suppose there is nothing left to do but continue
on with your journey. As you take your first steps out into the clearing, you can't help but feel you dodged a
more sinister end.<br/>
<<link "Gain a d8 Inspiration Die and Continue...">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<narration>>
Next thing you know, sunlight peeks 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 off 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>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<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 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.<br/>
<<link "Gain a d8 Inspiration Die and Continue...">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<narration>>
Sunlight peeks into a hole in the roof above your head, and as you take your first breath, you notice a musty, damp
smell that is new. You sit up and take in your surroundings - they are very different from your memories of the
cabin last night.<br/>
You appear to have slept curled up under a dirty, damp wool blanket on a wooden floor that gives slightly with
rot as you begin to move. It looks like this cabin has been abandoned for years.<br/>
You stand and stretch your arms towards the ceiling in an attempt to shake the dust from your mind. A sharp
headache settles in at your temples. You think back to the creature that was beginning to emerge from the weaver
and count yourself as lucky that you escaped with your life. You dust yourself off and walk out the sagging door
of the cabin.<br/>
Sitting on a bench in the middle of the overgrown garden is a richly made tapestry, folded neatly. You pick it
up and shake it out to see the picture on the tightly woven fabric.<br/>
You're taken aback and further confused by the scene before you. It appears to be you standing in the middle
of a beautiful party, surrounded by human-like shapes with vague features. The closer they are to you, the easier
it is to make out some of their features. Some have pointed ears, some have golden eyes, all smiling and holding
flutes filled with a purple liquid. The most peculiar thing about it is your eyes are the same shade as the flower
you plucked from the vine last night. The shade of red almost glows in the morning light.<br/>
You shake your head and refold the tapestry. There is evil in this clearing and you want no part of it. You
think it is best to move on from this area and continue your journey.<br/>
<<link "Lose your lowest-value Inspiration Die and Continue...">>
<<run Ember.removeLowestInspiration($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...<br/>
<<link "Gain a d6 Inspiration Die and Continue...">>
<<run Ember.adjustD6Inspiration($pc, 1)>>
<<goto "chose-an-episode-pre-fete">>
<</link>>
<</narration>><<episode-title "Know Thyself" "Parker Mendenhall">>
<<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! You took proper caution before getting into the water.">>
<<set _advantage = true>>
<<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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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>>
<<speech 1>>
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 1>>
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 1>>
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 1>>
A stolen face is most troublesome, like a squeaky flute.
<</speech>>
<<narration>>
He tumbles, pointing to the ground.
<</narration>>
<<speech 1>>
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 1>>
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 1>>
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($pc)>>
<</link>>
<</prompt>><<image-medium "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "center">>
<<narration>>
As you follow the left path, you enter a densely wooded area. The path is a rough hewn and untraveled by most. You
hear the grumbling of someone as you clear the brush and your gaze falls on a sad scene: A cart nearby has been
torn asunder and the leads for two pack animals have been cut and abandoned. Next to it stands an elderly hunched
gnome. A green shock of hair creates a mop on his head. His clothing, perhaps that of a farmer? The gnome turns
to peer at you, the weathered map of his face twisting into a fury as he charges you, hands glowing a dark green!
<</narration>>
<<speech>>
Come back to laugh at me didja! Well I'll show ya for lettin' loose my darling flattails!
<</speech>>
<<narration>>
He hisses as he readies some noxious spell. His hands glow a vile green and orange and he charges you as best his
elderly frame can.
<</narration>>
<<prompt>>
How do you response?<br/>
[[Intimidate the gnome|fey-story-gnome-intimidate]] -or-<br/>
[[Persuade the gnome|fey-story-gnome-persuasion]]
<</prompt>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<narration>>
Bracing yourself, you grab your <<print Ember.getItemNarrationName($pc.weapon)>>. 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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<narration>>
You quickly lower your <<print Ember.getItemNarrationName($pc.weapon)>> 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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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 Ember.stabilizeAtOneHp($pc)>>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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 Ember.stabilizeAtOneHp($pc)>>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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>><<image-medium "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "center">>
<<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>><<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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>><<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<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 Ember.stabilizeAtOneHp($pc)>>
<<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>><<image-medium "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "center">>
<<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 Ember.stabilizeAtOneHp($pc)>>
<<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>><<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<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>><<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<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">><<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<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 its 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.getItemNarrationName($pc.weapon)>> and you begin to prepare yourself.<br/>
You steady your breathing as you wait to see that creature once more.<br/>
Soon a crowd just as large as the one that followed you arrives on the opposite side of the pit. Guards shove
your doppelganger into the ring with you. Did you always look like that when you were scared? It holds a blunted
short sword and looks at you with malice as if this fate were somehow your doing. You realize it is simply
mirroring your expression.<br/>
With the sound of a horn, the blowhard mayor stands on a small raised platform.
<</narration>>
<<speech>>
My townsmen! It has been some time since we had a duel for honor. One of these poor saps has been tricked by the
other,stolen their face, and perpetrated crimes in their name! Let the Summer Court smile upon their hand and
smite down the pretender!
<</speech>>
<<narration>>
Horns blare again and the mayor looks down at you with a crazed grin.
<</narration>>
<<speech>>
LET BATTLE BE JOINED!
<</speech>>
<<narration>>
[[Continue...|fey-story-actual-fight-doppleganger]]
<</narration>><<set _combatFriendlies = [$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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<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>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
It all happens so fast. You charge in expecting an even fight and to be able to go toe to toe with this creature.
But it isn't an even fight. The foul creature is far stronger than you.<br/>
You hear the crowd roaring for the imposter while you lay in the mud from it's first blow.<br/>
Panic rises in your chest. You will not survive this! You look wildly about, and see a gap in the crowd
surrounding the ring! You dive for it, as the Doppelganger rushes forward to attack again!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-actual-fight-doppleganger-failure-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "fey-story-actual-fight-doppleganger-failure-success">>
<<elseif _totalResult lt _dc>>
<<include "fey-story-actual-fight-doppleganger-failure-failure">>
<</if>><<narration>>
You feel the wind from the doppelganger's blade as you dive into the roaring crowd, but you are unharmed. You
fight through the pressing crowd, and ignore the shouts of the mayor and the guards. You can see the edges, and
the safety of empty streets beyond!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-actual-fight-doppleganger-failure-success-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You are able to dive into the crowd, but you are not so lucky to avoid the Doppelganger's blow. You feel the bite
of its blade in your calf!<br/>
You fight through the pressing crowd, and ignore the shouts of the mayor and the guards. You can see the edges,
and the safety of empty streets beyond!
<</narration>>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "fey-story-actual-fight-doppleganger-failure-success-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "fey-story-actual-fight-doppleganger-success-2">>
<<elseif _totalResult lt _dc>>
<<include "fey-story-actual-fight-doppleganger-failure-2">>
<</if>><<narration>>
You feel many hands pushing and grasping at you, but you push and punch and fight your way through to the open
streets beyond. Part of the crowd breaks off to pursue you half-heartedly, but (being mostly gnomes) you soon
outrun them...
<</narration>>
<<goto "fey-story-ending-5">><<narration>>
You feel many hands pushing and grasping at you. One grabs your belt-purse, in which you had kept healing herbs
you found on your journey! You have no time to find the thief - you have to keep going!<br/>
You push and punch and fight your way through to the open streets beyond. Part of the crowd breaks off to pursue
you half-heartedly, but (being mostly gnomes) you soon outrun them...
<</narration>>
<<run Ember.removeLowestInspiration($pc)>>
<<run UI.update()>>
<<goto "fey-story-ending-5">><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<narration>>
A creature this troublesome will only hamper your trip home and the townsfolk here are eager to laud you as a
hero. <<if Ember.getWeaponStyle($pc.weapon) is "ranged">>You take aim with your <<print Ember.getItemNarrationName($pc.weapon)>> and loose the finishing shot.<<else>>You raise your <<print Ember.getItemNarrationName($pc.weapon)>> and deliver the finishing blow.<</if>> 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>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<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. <<if Ember.getWeaponStyle($pc.weapon) is "ranged">>You take aim with your <<print Ember.getItemNarrationName($pc.weapon)>> and loose the finishing shot.<<else>>You raise your <<print Ember.getItemNarrationName($pc.weapon)>> and lay the finishing blow.<</if>> 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>><<episode-title "The Canyon of Needles" "Kaden Love">>
<<image-medium "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "center">>
<<narration>>
You find yourself trekking through a lonely, fog-shrouded corner of the Fey wilderness. The mists thin as you
traverse 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>>
<<goto "canyon-of-needles-success-look-little-lost-friend-call">>
<<elseif _totalResult lt _dc>>
<<goto "canyon-of-needles-failure-wave-figure-call-embarassing-quaver">>
<</if>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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/>
[[Examine the old man|canyon-of-needles-man-missing-one-eye-honey-colored]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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/>
[[Examine the old man|canyon-of-needles-man-missing-one-eye-honey-colored]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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-agree-help-begin-pulling-feet-before]]<br/>
[[Tell him to get lost|canyon-of-needles-get-lost-say-sparing-look-wave]]<br/>
[[Kick his good leg to make sure he doesn't have the any chance of following you|canyon-of-needles-curse-aim-swift-kick-remaining-leg]]
<</prompt>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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?<br/>
[[Press him for an answer|canyon-of-needles-come-now-old-man-one-favor]] -or-<br/>
[[Let him keep his secrets|canyon-of-needles-let-keep-secrets-nod-avoid-gaze]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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-old-man-cackles-raises-wandlike-dagger]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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 $pc.family.adjective $pc.family.relationship<br/>
He cries out and you have a moment to decide his fate.<br/>
[[End his miserable life|canyon-of-needles-old-man-cackles-raises-wandlike-dagger]] -or-<br/>
[[Leave him behind|canyon-of-needles-get-lost-say-sparing-look-wave]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<player-speech>>
Come now, Old Man. One favor deserves another. What brought you here, and why do you travel?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "canyon-of-needles-come-now-old-man-one-favor-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "canyon-of-needles-success-old-man-gives-piercing-stare">>
<<elseif _totalResult lt _dc>>
<<goto "canyon-of-needles-old-man-gives-fierce-glare-hand">>
<</if>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
You nod, and avoid his gaze. His infected and encrusted eye seems to feed on your fear like a ravenous rat. You find
the darkness of the surrounding forest a much more appealing sight...<br/>
[[Continue...|canyon-of-needles-move-rise-help-man-along-before]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
The old man cackles and raises his wandlike dagger, hobbling at you with surprising speed and ferocity!
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("duergar_shaman", "Derro")]>>
<<set _combatVictory = "canyon-of-needles-freed-burdensome-old-man-turned-sinister">>
<<set _combatDefeat = "canyon-of-needles-defeat-overcome-wounds-find-prone-ground">>
<<set $combat = null>>
<<include "Combat">><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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-move-rise-help-man-along-before]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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.
<</speech>>
<<narration>>
He replies bluntly,
<</narration>>
<<speech>>
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-let-keep-secrets-nod-avoid-gaze]] -or-<br/>
[[Confront the old man on his evasiveness|canyon-of-needles-old-man-cackles-raises-wandlike-dagger]]
<</prompt>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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>>
You demand.
<</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-cant-help-feel-nervous-side-find]]
<</narration>><<narration>>
Freed of the burdensome old man who turned out to be just as sinister as he appeared, you continue onward through the
path through the canyon, which is coated in fallen pine needles.<br/>
You do you best to leave the corpse behind, and put the whole interaction out of your mind. The needles crunching
beneath your feet as you walk, But before you can make any real progress, you hear a rustle of needles behind you.
You whirl around, sensing danger.<br/>
There is nothing there. The corpse is gone without a trace. Something is terribly wrong!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "canyon-of-needles-freed-burdensome-old-man-turned-sinister-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "canyon-of-needles-success-dare-retrace-steps-inspect-ground">>
<<elseif _totalResult lt _dc>>
<<goto "canyon-of-needles-failure-huh-corpse-gone-thats-interesting">>
<</if>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
You are overcome by your wounds, and find yourself prone on the ground, exhausted and bleeding, with the ghoulish
old man standing over you, his strange dagger at your throat.
<</narration>>
<<speech>>
You are not the first to underestimate me, blaggard. I would kill you, but I can use you. Stand up!
<</speech>>
<<narration>>
he says.<br/>
You struggle to your feet, his eyes on you constantly. When you are once again upright he continues,
<</narration>>
<<speech>>
Look, Fool! Do you see all of the pine needles?
<</speech>>
<<narration>>
You nod in reply.
<</narration>>
<<speech>>
Most of those needles are just pine needles, But hiding amongst them are Needle Blights. I cannot afford the
distraction. You will be my protection and go before me.
<</speech>>
<<player-speech>>
I am nearly dead already. I will be of no use to you as I am.
<</player-speech>>
<<narration>>
The old man grudgingly throws you a small glass vial containing potion.<br/>
<<link "Drink the health potion" "canyon-of-needles-drink-health-potion-1">>
<<run Ember.adjustHp($pc, Math.max(0, Math.ceil($pc.hp.max / 2) - $pc.hp.current))>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
You drink it and find yourself moderately refreshed.<br/>
When you have finished the drink, the old man looks at you expectantly.
<</narration>>
<<speech>>
Well? Go!
<</speech>>
<<narration>>
You turn and lead the way down the ominous canyon...<br/>
[[Continue...|canyon-of-needles-walk-old-man-begins-muttering-something]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<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-silence-stretches-irritation-vague-responses-grows]]
<</narration>><<narration>>
You dare not retrace your steps, so you inspect the ground where the corpse used to be from afar. Your sharp eyes and
quick mind pick up that some of the needle mounds have shifted their positions. All traces of the old man's corpse have
disappeared, and there is no trace of any other creature.<br/>
Out of an abundance of caution you turn and walk quickly and quietly away. Anything that can remove a corpse that
quickly with no trace should be avoided at all cost! You feel it best to let whatever took him, keep him.<br/>
You proceed onward through the small canyon, carefully sidestepping the frequent rustlings of needle piles ahead as
best as you're able.<br/>
<<link "Continue..." "canyon-of-needles-wonder-much-farther-remains-deep-oppressive">>
<<run Ember.adjustD4Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
Huh - the corpse is gone. That's interesting...but not that interesting.<br/>
You press on.<br/>
[[Continue...|canyon-of-needles-wonder-much-farther-remains-deep-oppressive]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
After a cold, restless night camped among the needles, the two of you set off again at first light.<br/>
As you walk the old man begins muttering something under his breath with an eerie rhythm that you cannot ignore.
<</narration>>
<<player-speech>>
Do you see something?
<</player-speech>>
<<speech>>
No,
<</speech>>
<<narration>>
He replies sharply,
<</narration>>
<<speech>>
keep moving.
<</speech>>
<<narration>>
Growing impatient with his silence, you decide to press him again.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "canyon-of-needles-walk-old-man-begins-muttering-something-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "canyon-of-needles-success-makes-think-worthy-information-asks">>
<<elseif _totalResult lt _dc>>
<<goto "canyon-of-needles-failure-take-deep-breath-let-hear">>
<</if>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
The silence stretches on, and your irritation at his vague responses grows.
<</narration>>
<<player-speech>>
What are we looking for?
<</player-speech>>
<<narration>>
You ask.<br/>
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>>
<<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.
<</narration>>
<<set _combatFriendlies = [$pc, Ember.getCreatureByType("duergar_shaman", "Derro")]>>
<<set _combatEnemies = [Ember.getCreatureByType("needle_blight", "Needle Blight")]>>
<<set _combatVictory = "canyon-of-needles-victory-exhausted-bleeding-few-lacerations-rogue">>
<<set _combatDefeat = "canyon-of-needles-needle-blights-swarm-find-overcome-stabbing">>
<<set $combat = null>>
<<include "Combat">><<narration>>
You pass a cold, uneasy night huddled against the canyon wall, and set off again at first light.<br/>
You wonder how much farther remains of this deep, oppressive canyon. You feel you can no longer retrace your steps -
the entrance is long out of your sight, and SOMETHING must have taken the old man's corpse. Looking back, part of you
is troubled about the killing of Derro Shaman. You knew so little about him. You shake your head to dispel the
thoughts, and set your mind to the path ahead.<br/>
The canyon twists and turns like a river, obscuring the path too far ahead. You curse aloud for ever deciding to
continue on this path.<br/>
Your curse was audible and a little too passionate. Your voices echoes off the walls, causing a needle mound to stir
ahead of you. The mound raises, revealing two black eyes that glow with a malevolent aura.<br/>
Needles cascade off of the growing mass as its huge body rises from the ground. It stands at full height with a
humanoid form, though this creature looks to be more plant than human. Its body is full of Conifer-like needles
arrayed upwards as if windblown from below. It snarls, ready to pounce.<br/>
The needles on the ground shake as if they too were a part of its body. Something shoots into your shoulder. You pull
it out, revealing a needle with the thickness of a quill that now has your blood. You toss it aside and draw your
<<print Ember.getItemNarrationName($pc.weapon)>>.
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("needle_blight", "Needle Blight")]>>
<<set _combatVictory = "canyon-of-needles-victory-exhausted-cut-bleeding-covered-needles">>
<<set _combatDefeat = "canyon-of-needles-defeat-reset-hp-awaken-bruised-bleeding">>
<<set $combat = null>>
<<include "Combat">><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
You take a deep breath and let him hear your concerns.
<</narration>>
<<player-speech>>
Look, I can't just keep walking around aimlessly trusting in you mumbling incantations. Tell me what kind of mess you
are making with those words of yours or so help me, I will smite--
<</player-speech>>
<<narration>>
Quick as a wink, the old man pulls back his hood and draws the odd knife-wand.
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("duergar_shaman", "Derro")]>>
<<set _combatVictory = "canyon-of-needles-breath-comes-short-gasps-adrenaline-wears">>
<<set _combatDefeat = "canyon-of-needles-defeat-reset-hp-old-man-sneers-spares-you">>
<<set $combat = null>>
<<include "Combat">><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<speech>>
What makes you think yourself worthy of such information?
<</speech>>
<<player-speech>>
I offered to help, and you accepted.
<</player-speech>>
<<speech>>
Fine. But do not think your wisdom exceeds mine in this instance. You know nothing of me or my quarry, or the
circumstances that brought him here! Any inclination you have to think for yourself, ignore it! I alone understand! Me!
<</speech>>
<<player-speech>>
You're still not explaining yourself.
<</player-speech>>
<<narration>>
You reply. You think for a moment he is going to attack you, but much to your relief, he huffs and continues.
<</narration>>
<<speech>>
A child has escaped from my clan. I have come to find it.
<</speech>>
<<player-speech>>
That isn't too difficult to grasp.
<</player-speech>>
<<speech>>
Then don't interfere when we find it!
<</speech>>
<<narration>>
He snarls.<br/>
You aren't too fond of how he refers to the child as an object, nor are you fond of his ominous warning. You nod
though, not in agreement, but to encourage him to keep speaking.<br/>
He does not. Instead, he faces forward and continues, keeping you in the shadows in more ways than one...<br/>
[[Continue...|canyon-of-needles-proceed-narrow-canyon-hear-small-whimpers]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
Exhausted, and bleeding from a few lacerations from rogue needles, you stop to take stock of your situation, and in
particular of your companion.<br/>
Though obviously far beyond your years, the strange old man acts as if the combat was a mere trifle. You suspect that
his magical power and physical hardiness exceed yours. Fear begins to creep in, like a plague at the edges of your
mind, dissipating your irritation.
<</narration>>
<<speech>>
Onward,
<</speech>>
<<narration>>
He says, not even acknowledging the encounter, let alone your efforts. You walk on with him, with anxiety gnawing
at you...The more you come to understand about the man, the less you want to press his patience.<br/>
[[Continue...|canyon-of-needles-walk-old-man-begins-muttering-something]]
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
The Needle Blights swarm you and you find yourself overcome. The stabbing cutting limbs of these strange creatures
flay your exposed skin, as you roll and writhe to escape.<br/>
Suddenly you feel yourself being jerked out from beneath them. The old man has pulled you bodily from their midst.
There must be far greater strength in his limbs than appearances would indicate.<br/>
A great thunderclap issues from his hand, and you watch the Needle Blights disperse in a shambling mass down the
length of the canyon.<br/>
You give him a withering look.
<</narration>>
<<player-speech>>
You couldn't have done that before?
<</player-speech>>
<<speech>>
I have just alerted every creature nearby that we are here. It was a last resort. You have been no help at all.
<</speech>>
<<narration>>
He replies contemptuously.
<</narration>>
<<speech>>
On your feet! You will go before me, and either die, or prove your worth by defending me!
<</speech>>
<<narration>>
You seethe at his presumption, but agree reluctantly, turning your back to him and making your way down the canyon,
now with the utmost care...<br/>
[[Continue...|canyon-of-needles-walk-old-man-begins-muttering-something]]
<</narration>><<narration>>
Exhausted, cut, bleeding, and covered in needles you couldn't dodge, you sit on the ground for a moment, glad that
the needles crunching beneath you are inert, and far more fragile than those embedded in your skin.<br/>
You hearing subtle rustling ahead, and tense immediately, preparing yourself for imminent danger.<br/>
[[Continue...|canyon-of-needles-quiet-helpless-voice-cries-ahead-blend]]
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You awaken bruised and bleeding in the dark shadows of the canyon, the light far above blurring your vision. You feel
the pain of many wounds, and the weakness of blood loss. A strange small figure hovers over you anxiously. As your
vision clears, you are able to see it is a small boy with a strange pack of some kind strapped to his body. His skin
is similar to the old man's: dark and waxy.
<</narration>>
<<speech>>
You live?
<</speech>>
<<narration>>
The boy asks.<br/>
After a moment, you nod and manage to gain your feet, though you feel yourself swaying dangerously, and dizziness
close at hand...<br/>
[[Continue...|canyon-of-needles-boy-looks-past-follow-eyes-relieved]]
<</narration>><<narration>>
Your breath comes in short gasps, as the adrenaline wears off. The elderly hermit lies dead at your feet. When your
nerves have calmed, you proceed down the narrow canyon, glad to be rid of the ominous and abrasive old man.<br/>
No sooner have you continued your, journey, though, that another interruption forces itself upon you...<br/>
[[Continue...|canyon-of-needles-quiet-helpless-voice-cries-ahead-blend]]
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
Your legs give out beneath you, and you sink to your knees in the pine needles. Before you can raise your
<<print Ember.getItemNarrationName($pc.weapon)>> again, the old man's wand-like dagger is at your throat.
<</narration>>
<<speech>>
Smite me? You could not smite a mushroom, fool.
<</speech>>
<<narration>>
He holds the blade there for a long moment, his one good eye glinting, then withdraws it with a contemptuous snort.
<</narration>>
<<speech>>
I would leave you for the blights, but they would come for me just as gladly, and I would rather they find you first.
What I seek is no concern of yours, and there is more to it than your feeble mind could ever grasp. Now walk, and ask
me no more questions!
<</speech>>
<<narration>>
You struggle to your feet, swaying, and do as you are told. Ahead of you, the muttering begins again...<br/>
[[Continue...|canyon-of-needles-proceed-narrow-canyon-hear-small-whimpers]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
By and by as you proceed down the narrow canyon, you hear small whimpers. As you draw closer to their source, they
evolve into clear cries for help.<br/>
The old man turns back to you with a malicious grin. He waves you forward and unsheathes his mysterious dagger.<br/>
His intentions are clear, but he also made it clear that this situation is more complicated than it appears.<br/>
[[Trust that he knows more than you about the source of the cries|canyon-of-needles-trust-knows-more-about-source-cries]]<br/>
[[Stop his murderous plot here and now|canyon-of-needles-stop-murderous-plot-now-shake-head]]
<</narration>><<narration>>
A quiet helpless voice cries out ahead - a blend of fear and fading hope. You rise and creep forward as quickly and
quietly as you can, wondering if this related to the schemes of the crazed old man.<br/>
You follow another narrow curve in the deep canyon, leaving behind the battle site. The small whimpering's are far
too human for your comfort. The cries of a small animal or fey creature would pull at your conscience less. If there
is a human ahead, your journey could get very complicated...<br/>
[[Continue...|canyon-of-needles-distant-cries-now-words-help-help]]
<</narration>><<narration>>
The boy looks past you and you follow his eyes. You are relieved to see that no other Needle Blights have emerged.
You look back at him and see that he is no less relaxed.
<</narration>>
<<player-speech>>
Are you looking for the old man?
<</player-speech>>
<<narration>>
You ask. He nods.
<</narration>>
<<player-speech>>
He's gone.
<</player-speech>>
<<narration>>
The boy turns his head, looking at you with a skeptical eye.
<</narration>>
<<player-speech>>
Did you want to find him?
<</player-speech>>
<<narration>>
He shakes his head.
<</narration>>
<<player-speech>>
Was he looking for you?
<</player-speech>>
<<narration>>
He nods.
<</narration>>
<<player-speech>>
What was he going to do?
<</player-speech>>
<<narration>>
The child looks at you warily, before turning around and revealing an odd magical pack bound to his back. Animal
bones, leaves, and stones strapped together with hide thongs surround an odd dark violet gem.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Investigation">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "canyon-of-needles-boy-looks-past-follow-eyes-relieved-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "canyon-of-needles-unfamiliar-magic-thorough-visual-inspection-careful">>
<<elseif _totalResult lt _dc>>
<<goto "canyon-of-needles-casually-begin-examining-lift-magical-apparatus">>
<</if>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
You shrug off the pricks of your conscience. This is the Feywild. Nothing here makes sense, and you are no stranger
to questionable acts. Vile though he may appear, you imagine that his harsh attitude is due to the unfortunate
circumstances that led him here, and that not all is as it seems...<br/>
You continue to follow him for a stretch until you reach what you believe is the source of the cries. A bundle of
needles rustle on the ground. The old man leans in and prods the rustling mound, and instantly a Needle Blight
springs up!
<</narration>>
<<set _combatFriendlies = [$pc, Ember.getCreatureByType("duergar_shaman", "Derro")]>>
<<set _combatEnemies = [Ember.getCreatureByType("needle_blight", "Needle Blight")]>>
<<set _combatVictory = "canyon-of-needles-victory-while-old-man-took-initial">>
<<set _combatDefeat = "canyon-of-needles-defeat-reset-hp-awaken-bruised-bleeding-2">>
<<set $combat = null>>
<<include "Combat">><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
You shake your head and ready your <<print Ember.getItemNarrationName($pc.weapon)>>. You have been more than patient
thus far with this fiend of a man, but you will tolerate him no more!
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("duergar_shaman", "Derro")]>>
<<set _combatVictory = "canyon-of-needles-quiet-helpless-voice-cries-ahead-blend">>
<<set _combatDefeat = "canyon-of-needles-defeat-reset-hp-old-man-stands">>
<<set $combat = null>>
<<include "Combat">><<narration>>
The distant cries are now words.
<</narration>>
<<speech>>
Help! Help me! Help me please!
<</speech>>
<<narration>>
You've traveled too far to turn back from whatever needs help, (or whatever is luring you into its next trap). Pine
needles rustle ahead. Could that be the souncd of the pleas?
<</narration>>
<<speech>>
Help!
<</speech>>
<<narration>>
This time the cry is sharper and full of hope, like a drowning seaman who has caught sight of an approaching vessel.
<</narration>>
<<prompt>>
What do you do?<br/>
[[Call out boldly to whatever is there|canyon-of-needles-come-cry-voice-ceases-now-offering]] -or-<br/>
[[Follow the voice and call out softly and cautiously|canyon-of-needles-im-help-say-keep-voice-soft]]
<</prompt>><<narration>>
This is unfamiliar magic, but with a thorough visual inspection, and very careful probing around the fetish with your
hands, you are able to make sense of it. This is a physical fetish with a mental binding to the boy - a delicate
and dangerous piece of arcane work...
<</narration>>
<<speech>>
Please,
<</speech>>
<<narration>>
The boy whimpers. You look him in the eyes, feeling a war of pity and anxiety in your chest...<br/>
You lean forward and begin trying to take the fetish apart and remove it from the boy...<br/>
[[Continue...|canyon-of-needles-nod-take-blade-begin-cutting-threads]]
<</narration>><<narration>>
You casually begin examining the lift up the magical apparatus on the child's back. You gently lift the base of it
to see how tight it is against the boy's back, but as you do he hisses between clenched teeth and jerks away from you.
Despite the speed of his reaction, you noticed something stretching from it and into the skin of his back. He takes a
moment to calm down, but returns to you with heightened unease. This is magic far beyond your knowledge...
<</narration>>
<<speech>>
Please,
<</speech>>
<<narration>>
The boy whimpers. You look him in the eyes, feeling a war of pity and anxiety in your chest...<br/>
You lean forward and begin trying to take the fetish apart and remove it from the boy...<br/>
<<link "Continue..." "canyon-of-needles-remove-small-knife-attempt-cut-rope">>
<<run Ember.adjustHp($pc, -Ember.rollDie(4))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
While the old man took the initial brunt of the Needle Blight's fury, you are nonetheless exhausted. You flick off
the remaining needles, relieved that they are not as embedded in your skin as they were after the previous encounter.<br/>
You let out an exaggerated sigh of relief to catch the man's attention, but he ignores you, oblivious to all but his
own purpose. He proceeds past the corpse of the blight and kicks the mound behind it. A child of about ten years rolls
out if the needle mound and stands facing the old man with a defiant glare. His skin is similar to the old man's: dark
and waxy.<br/>
[[Continue...|canyon-of-needles-old-man-speaks-boy-strange-tongue]]
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
You awaken bruised and bleeding in the dark shadows of the canyon, the light far above blurring your vision. You are
surprised to still be alive - evidently the old man managed to finish off the Needle Blight on his own, and has left
you for dead.<br/>
You see him nearby. He proceeds past the corpse of the blight and kicks the mound behind it. A child of about ten
years rolls out if the needle mound and stands facing the old man with a defiant glare. His skin is similar to the
old man's: dark and waxy.<br/>
[[Continue...|canyon-of-needles-old-man-speaks-boy-strange-tongue]]
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
The old man stands over you, his old man standing over you, his sullen face clouded now with fury dagger at your throat.
<</narration>>
<<speech>>
My tolerance for your interference diminishes with every passing failure, dullard!
<</speech>>
<<player-speech>>
What are your intentions, old man? I will have an answer!
<</player-speech>>
<<narration>>
Quick as lightning, the old man thrusts the point of his dagger under your chin, forcing your head back, and breaking
the skin. A hot slow trickle of blood runs down into your shirt.
<</narration>>
<<speech>>
You are in no position to make demands!
<</speech>>
<<narration>>
He hisses,
<</narration>>
<<speech>>
I may yet use you, so if you value your life you will close your fool mouth and trust your elders and betters.
<</speech>>
<<narration>>
The old man gives you a shove and a kick to the side.
<</narration>>
<<speech>>
Stay over there while I tend to my business! If you move, I will kill you! Go!
<</speech>>
<<narration>>
You scramble away to a far corner and watch the old man approach the source of the whimpering, which reveals itself
to be a small boy, very similar in kind to the old man. Resentment and fear plague with your heart as you watch...<br/>
[[Continue...|canyon-of-needles-old-man-speaks-boy-strange-tongue]]
<</narration>><<player-speech>>
Come out!
<</player-speech>>
<<narration>>
You cry out. The voice ceases. (Now that you are offering help, it chose to go silent???)<br/>
You've made yourself known, so you advance boldly.
<</narration>>
<<player-speech>>
Come out of hiding! I am not your enemy!
<</player-speech>>
<<narration>>
Perhaps you could have chosen better words. A child in a loincloth springs out from one of the piles of foliage and
charges you with a dagger!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "canyon-of-needles-come-cry-voice-ceases-now-offering-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "canyon-of-needles-success-jump-way-hold-hands-im">>
<<elseif _totalResult lt _dc>>
<<run Ember.adjustHp($pc, -Ember.rollDie(6))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<goto "canyon-of-needles-failure-boy-surprisingly-quick-youre-taken">>
<</if>><<player-speech>>
I'm here to help,
<</player-speech>>
<<narration>>
You keep your voice soft to avoid startling the child and any other hiding blights.<br/>
The child, a small boy with skin as dark as the Derro's, stops and looks up at you.
<</narration>>
<<player-speech>>
You need help?
<</player-speech>>
<<narration>>
He looks you up and down, regarding you like a deer evaluating an unknown threat.
<</narration>>
<<player-speech>>
Do you speak common?
<</player-speech>>
<<narration>>
The child nods.
<</narration>>
<<player-speech>>
How can I help you?
<</player-speech>>
<<narration>>
[[Continue...|canyon-of-needles-boy-looks-past-follow-eyes-relieved]]
<</narration>><<narration>>
You nod and take your blade to begin cutting the threads. A few threads give way. The gems on the fetish begin to pulse
with a dark aura that sucks in the light around you, drawing your full attention to it until it collapses. Just before
it does you realize what is about to happen, and dive aside. Your vision goes black, then flashes with a sharp
explosion that shakes the canyon walls and scatters the pine needles on the canyon floor.<br/>
You are somehow unharmed, and you struggle to your feet, looking around to see what has become of the boy. You are
astonished to see him standing undisturbed, looking back at you as if nothing had happened.<br/>
It is then you notice that the explosion has also awakened another pair of Needle Blights, who stand ready to attack
any moment.<br/>
You draw your <<print Ember.getItemNarrationName($pc.weapon)>> and, to your surprise, the boy joins you, readying
himself for a fight.
<</narration>>
<<set _combatFriendlies = [$pc, Ember.getCreatureByType("duergar_boy", "Duergar Boy")]>>
<<set _combatEnemies = [Ember.getCreatureByType("needle_blight", "Needle Blight 1"), Ember.getCreatureByType("needle_blight", "Needle Blight 2")]>>
<<set _combatVictory = "canyon-of-needles-final-needle-blight-collapses-rush-needles">>
<<set _combatDefeat = "canyon-of-needles-defeat-reset-hp-awaken-dark-shadows">>
<<set $combat = null>>
<<include "Combat">><<narration>>
You remove a small knife and attempt to cut the rope first. A few threads give way. The gems on the fetish begin to
pulse with a dark aura that sucks in the light around you, drawing your full attention to it until it collapses.
Your vision goes black, then flashes with an explosion that launches you into the canyon wall.<br/>
You lose your breath upon impact and fall into a pile of needles that is just as uncomfortable as you expected it
would be. Pain from the blast settles in and radiates throughout your body.<br/>
The boy stands undisturbed and looks back at you as if nothing had happened.<br/>
You struggle to your feet, only to be knocked into the wall again a moment later by a sharp shoulder slam. Two Needle
Blights have been awakened by the explosion, and are advancing upon you and the boy.<br/>
You draw your <<print Ember.getItemNarrationName($pc.weapon)>> and, to your surprise, the boy joins you, readying
himself for a fight.
<</narration>>
<<set _combatFriendlies = [$pc, Ember.getCreatureByType("duergar_boy", "Duergar Boy")]>>
<<set _combatEnemies = [Ember.getCreatureByType("needle_blight", "Needle Blight 1"), Ember.getCreatureByType("needle_blight", "Needle Blight 2"), Ember.getCreatureByType("needle_blight", "Needle Blight 3")]>>
<<set _combatVictory = "canyon-of-needles-final-needle-blight-collapses-rush-needles">>
<<set _combatDefeat = "canyon-of-needles-defeat-reset-hp-awaken-dark-shadows">>
<<set $combat = null>>
<<include "Combat">><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
The old man speaks to the boy in a strange tongue, but the boy merely stares back defiantly. The old man glances back
at you suspiciously, looking for signs that you understood his strange tongue, but you just stare back.<br/>
He turns back to the boy, who is looking at you pleadingly, and spins him around. You see a strange pack on the child's
back - a tangle of animal bones and rope, with a dark violet gem nestled within. As the old man inspects the gem
it begins to pulse with a palpable power.<br/>
A vile grin stretches the wrinkles of his face, revealing teeth stained by decades of pipe smoke. He removes the
glowing dagger from his side and holds it up to the sky, whispering an incantation in the same dark language you have
never heard'. The blade begins to glow and hum with a power that causes your hands to tremble.<br/>
You have a terrible premonition, of what the old man is going to do, but you are frozen in place by the horror of the
moment. The old man draws the knife across his own arm, wetting it with his own dark blood, and holding it once again
to the sky. The blade glows with arcane power like an apocalyptic sunset.<br/>
You are plagued by indecision. The old man said you could not possibly understand what was happening, but that you
must not for any reason interfere. Surely, though, you should stop what could become a violent ritual? Could anything
possibly justify what you are terribly afraid is going to happen next? Are you right to question his motives?
<</narration>>
<<prompt>>
What will you do?<br/>
[[End this foul ritual and attack the man before he hurts the boy|canyon-of-needles-youve-allowed-old-mans-madness-continue]] -or-<br/>
[[Allow the ritual to continue|canyon-of-needles-allow-ritual-continue-trusted-man-far]]
<</prompt>><<narration>>
You jump out of the way and hold your hands up.
<</narration>>
<<player-speech>>
I'm here to help!
<</player-speech>>
<<narration>>
The child, a small boy with skin as pale as the Derro's, stops and glares at you.
<</narration>>
<<player-speech>>
You need help?
<</player-speech>>
<<narration>>
He looks you up and down with a glare much more confident than the voice that had called out in desperation.
<</narration>>
<<player-speech>>
Do you speak common?
<</player-speech>>
<<narration>>
The child nods.
<</narration>>
<<player-speech>>
How can I help you?
<</player-speech>>
<<narration>>
[[Continue...|canyon-of-needles-boy-looks-past-follow-eyes-relieved]]
<</narration>><<narration>>
The boy is surprisingly quick, and you're taken by surprise - he manages to catch you in the side, opening a nasty gash!
<</narration>>
<<player-speech>>
Whoa! Calm Down!
<</player-speech>>
<<narration>>
You say, holding up one hand in a gesture for calm, while the other presses to the gash in your side.
<</narration>>
<<player-speech>>
I'm here to help!
<</player-speech>>
<<narration>>
The boy, whose skin is as dark as the Derro's, stops and glares at you.
<</narration>>
<<player-speech>>
You need help?
<</player-speech>>
<<narration>>
He looks you up and down with a glare much more confident than the voice that had called out in desperation mere
moments ago.
<</narration>>
<<player-speech>>
Do you speak common?
<</player-speech>>
<<narration>>
The child nods.
<</narration>>
<<player-speech>>
How can I help you?
<</player-speech>>
<<narration>>
[[Continue...|canyon-of-needles-boy-looks-past-follow-eyes-relieved]]
<</narration>><<narration>>
The final Needle Blight collapses in a rush of needles and wind, that abruptly dissipates, leaving only a silence and
a litter of pine foliage on the ground around you...<br/>
When your breathing slows and you feel you are able, you turn to the Duergar child, in wonder.<br/>
<</narration>>
<<player-speech>>
Who or what are you? Are you of the same people as the old man?
<</player-speech>>
<<narration>>
He nods, then points to his head.
<</narration>>
<<speech>>
But he lost the darkness.
<</speech>>
<<player-speech>>
What do you mean?
<</player-speech>>
<<narration>>
He points to his binding.
<</narration>>
<<speech>>
This gives the mind the darkness that was his.
<</speech>>
<<narration>>
He reaches for your dagger.
<</narration>>
<<speech>>
We must cut it off! Please!
<</speech>>
<<narration>>
You are hesitant to give it at first, but decide to trust the child - he's earned it. When he touches it, the
blade glows.<br/>
You wince as you touch the blade to the magical ropes of his bindings. You cut a single fiber, then a group, until
the rope gives way and the binding drops from his back and fall unceremoniously to the ground.<br/>
The boy snatches it from the ground and tosses it back from whence you came. He reaches out and you offer the dagger
again. He pushes it away then takes your other hand. Now, standing by your side, he points onward. You don't need
to ask. You have made enough mistakes so far. Many of them could be undone by a good deed. No matter where he lived,
you would see him home, safely away from any more predator shamans.
<</narration>>
<div id="canyon-of-needles-final-needle-blight-collapses-fadein"></div>
<<timed 2s>>
<<replace "#canyon-of-needles-final-needle-blight-collapses-fadein" transition>>
<<include "canyon-of-needles-final-needle-blight-collapses-rush-needles-2">>
<</replace>>
<</timed>><<narration>>
A few short days later, with the boy's help, you find a cave mouth that marks the borders of the Duergar lands, and
see a camp with people much like him<br/>
The boy looks up at you and smiles, but you feel a knot of fear and loss in your stomach.
<</narration>>
<<player-speech>>
I will not give you over to your people if they will treat you again as they did before. Will that happen?
<</player-speech>>
<<speech>>
No, I will find a different tribe than theirs. They will never find me. Our caves go on forever, and we are many.
<</speech>>
<<narration>>
Well reassured, you smile.
<</narration>>
<<player-speech>>
I will miss you, young one! Be safe and be happy!
<</player-speech>>
<<narration>>
But the boy does not leave immediately. Instead, he rummages in a small pouch at his side, and pulls out a shrivelled
fungus with a pungent musty smell.
<</narration>>
<<speech>>
I am safe now, but you are not safe yet. This will heal your body and raise your spirit when you need it.
<</speech>>
<<narration>>
<<link "You take it and thank the boy">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<goto "canyon-of-needles-final-needle-blight-collapses-rush-needles-3">>
<</link>>
<</narration>><<narration>>
In response, he looks at you, and brings his two fists together in front, in a strange ceremonial gesture. You take
it for a symbol of affection and respect and return it in kind. He turns, and without another word, walks towards
his people.<br/>
You watch him go, and see him hail the small encampment. When you are well and truly certain he is safe, you turn
your feet towards the Sybaris Fete once more...<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You awaken in the dark shadows of the canyon, the light far above blurring your vision. The boy is still fighting
the final Needle Blight off with a ferocity borne of desperation. Even as you struggle to your elbows and watch, he
lunges towards the great beast and plunges his small hand in amongst the razor sharp needles, and yanks forward a
knotted glowing vesicle, which he crushes in his small hands...<br/>
[[Continue...|canyon-of-needles-final-needle-blight-collapses-rush-needles]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
You've allowed the old man's madness to continue long enough. Now, with a child on the brink of sacrifice, you realize
that you should have intervened much sooner. But the arcane whirl of ritual magics has now enveloped them both, and
you are uncertain how you could intervene without hurting the boy or yourself.<br/>
You start towards the old man with a shout, and his beady eyes glare at you with more fury than you have previously
seen. Given the power you watched him wield before, you wonder if you are strong enough to handle him on your own.
Perhaps you could attract some help, but there's no telling how much time you have before the boy is hurt!
<</narration>>
<<prompt>>
What will you do?<br/>
[[Attract the attention of local Needle Blights|canyon-of-needles-call-blights-constitution-check-dc]] -or-<br/>
[[Fight the crazed old man|canyon-of-needles-combat-initiated-derro-duergar-shaman]]
<</prompt>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
You have trusted the man this far. Why not permit him to continue? This man's business is his own, and the little
boy's struggles are not your problem. This is the Fey Realm - nothing here makes sense, and your only chance of
survival lies in not angering those more powerful than you - like the mad old hermit.<br/>
You steel yourself, and watch the man plunge his knife into the child's chest. Dark violet light pulses from the gem
on the childs back and the dagger's blade in his chest. The child's cry is brief and agonized: a single breath full of
hatred for you and the old man. It comes to an abrupt stop as the child's mouth opens wide, revealing a black abyss.
The aura takes over his eyes like oil spilling over water.<br/>
The man chants rhythmically in his dark tongue. With each rise of his voice, the dagger and gem glow more vibrant.
You feel the vibrations of the incantation in your chest like the pounding of a war drum.<br/>
Finally, the old man pulls the dagger from the child's chest. To your surprise, no blood leaks from the wound, and the
child does not fall. Instead, the child begins hovering in the air, and a dark and starry abyss, like the one you see
in the child's mouth, swirls in the open wound. Black tendrils like those on the face of a mind flayer stretch out of
the abyss and pull the flesh closed, leaving a dark scar in its place. Similar tendrils crawl out of the child's mouth
and wrap around it's head.<br/>
The old man ceases his incantation, and at the same instant, the tendrils disappear and the child abruptly drops to
the ground, landing with the grace of a cat, apparently unharmed.<br/>
The child looks up at you, with a deep black enigmatic gaze. You are utterly bewildered as to what just took place.
Your best guess is that the man has turned the child into one of his order. You have shown them goodwill - perhaps
they will reward you for your help?<br/>
The old man turns to you holding out the tangled pack with the dark gem in it. The gem in its center no longer pulses
with power, though you can feel heat radiate from it like blacksmith's iron.
<</narration>>
<<speech>>
Put this on,
<</speech>>
<<narration>>
The man demands.
<</narration>>
<<prompt>>
What will you do?<br/>
[[You've gone along with his schemes thus far. Why stop now?|canyon-of-needles-don-binding-feel-arcane-power-pulse]] -or-<br/>
[[You will no longer stand for this madness. You've put off your better judgement for far too long. Now is your time to act!|canyon-of-needles-combat-initiated-derro-shaman-shaman-boy]]
<</prompt>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Constitution">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "canyon-of-needles-call-blights-constitution-check-dc-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "canyon-of-needles-shout-warrior-loud-enough-startle-three">>
<<elseif _totalResult lt _dc>>
<<goto "canyon-of-needles-failure-cry-dying-dove-mere-squeak">>
<</if>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("duergar_shaman", "Derro")]>>
<<set _combatVictory = "canyon-of-needles-joy-victory-crazed-old-man-short">>
<<set _combatDefeat = "canyon-of-needles-reset-hp-come-start-time-later">>
<<set $combat = null>>
<<include "Combat">><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
You don the binding and feel it's arcane power pulse through you like water through a rag. He nods and then, quick
as a flash, raises his dagger and plunges it down into your chest. Darkness fills you. All reality seems an illusion
compared to the expanding darkness that pulls you in like a lover. You cannot recall what you were before. All you
know is the darkness and the tentacles that rise from its depths, calling out for you to heed their call. You follow,
feeling yourself enamored by the cries of madness that relieve you of your cognitive burdens.<br/>
You awake untold hours later. The man and the boy are gone, but you can feel the bindings and their arcane power
coursing through you still. You feel...strange. Like you are more powerful, but less able to see the world. And you
have the sick feeling in the pit of your stomach that you have made a dark deal, and you are not certain the exchange
was worth the price.<br/>
When clarity returns, you force your stiffened joints to obey, gain your feet, cast your cloak over the binding on
your back, and stumble onward towards the Sybaris Fete...<br/>
<<link "Continue, gaining 2D8, but losing 1d6 health permanently" "chose-an-episode-pre-fete">>
<<run Ember.adjustD8Inspiration($pc, 2)>>
<<run Ember.adjustMaxHp($pc, -Ember.rollDie(6))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("duergar_shaman", "Derro"), Ember.getCreatureByType("duergar_boy", "Shaman Boy")]>>
<<set _combatVictory = "canyon-of-needles-covered-blood-ichor-hellish-incantations-stand">>
<<set _combatDefeat = "canyon-of-needles-come-start-time-later-feel-pain">>
<<set $combat = null>>
<<include "Combat">><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
Your shout is that of a warrior, loud enough to startle three nearby Needle Blights. They rise up from the foliage and
shamble towards the crazed old man, sending a barrage of razor sharp needs flying at him! The old man turns to meet
these intruders, with a furious sideways glance at you!<br/>
[[Continue...|canyon-of-needles-hail-needles-strike-crazed-old-mans]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
Your cry is that of a dying dove, a mere squeak that yields nothing more than a contemptuous chuckle from the old man,
who stops his ritual and turns to attack you, magical dagger raised...<br/>
[[Continue...|canyon-of-needles-combat-initiated-derro-duergar-shaman]]
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run Ember.adjustHp($pc, Ember.rollDie(8) + Ember.rollDie(8) + Ember.rollDie(8))>>
<<run UI.update()>>
<<narration>>
The joy of your victory over the crazed old man is short-lived. The stir of battle attracts a new swarm of Needle
Blights. You square your shoulders, feeling hopeless against so many foes.<br/>
To your surprise, you see the young boy step up beside you, ready to fight the Blights at your side. Stranger still,
he leans across and touches your shoulder as the Needle Blights descend. You feel healing power flow into you.<br/>
<</narration>>
<<set _combatFriendlies = [$pc, Ember.getCreatureByType("duergar_boy", "Duergar Boy")]>>
<<set _combatEnemies = [Ember.getCreatureByType("needle_blight", "Needle Blight 1"), Ember.getCreatureByType("needle_blight", "Needle Blight 2")]>>
<<set _combatVictory = "canyon-of-needles-final-needle-blight-collapses-rush-needles">>
<<set _combatDefeat = "canyon-of-needles-defeat-reset-hp-awaken-dark-shadows">>
<<set $combat = null>>
<<include "Combat">><<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You come to with a start some time later. You feel the pain of many wounds, and the weakness of blood loss. The Duergar
Boy hovers over you anxiously. Somehow he must have survived the encounter and scared off your foes.
<</narration>>
<<speech>>
You live. Good. Can you walk?
<</speech>>
<<narration>>
After a moment, you nod and manage to gain your feet, though you feel yourself swaying dangerously, and dizziness
close at hand...<br/>
[[Continue...|canyon-of-needles-breathing-slows-feel-able-turn-duregar]]
<</narration>><<narration>>
Covered in blood and the ichor of hellish incantations, you stand with an enemy and a victim at your feet. Your
victory is bitter. In clinging to neutrality and non-interference, you allowed the shaman to continue for far too
long, leading to the corruption and death of an innocent.<br/>
You bury the boy as best you can in the stony canyon floor, and keep a grim vigil beside his grave through the long,
cold night. When grey dawn finally creeps down the canyon walls, you rise and go on.<br/>
Your conscience has incurred a debt you will have to repay as opportunity allows in your journey ahead. For now,
your soul is weighed down. This is not the end to the tale you would have chosen if you had known...<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<run Ember.stabilizeAtOneHp($pc)>>
<<run Ember.removeAllHighestInspiration($pc)>>
<<run UI.update()>>
<<narration>>
You come to with a start some time later. You feel the pain of many wounds, and the weakness of blood loss. You have
been stripped of most of your traveling valuables, and left for dead by the old shaman and the child. Luckily, their
search was cursory, so you retain a few valuables.<br/>
As you lie on the forest floor, you think back over the strange and tragic episode. You are alive, but your survival
is bitter. In clinging to neutrality and non-interference, you allowed the shaman to continue for far too long,
leading to the corruption and death of an innocent.<br/>
Your conscience has incurred a debt you will have to repay as opportunity allows in your journey ahead. For now, your
soul is weighed down. This is not the end to the tale you would have chosen if you had known...<br/>
When clarity returns, you force your stiffened joints to obey, gain your feet, cast your cloak over the binding on your
back, and stumble onward towards the Sybaris Fete...<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
A hail of needles strike the crazed old man's throat, causing him to cough blood onto your face. A second blast
fills his back like a porcupine. He sputters and croaks falling towards you and grasping at you as his life ebbs
away. You back away, free of his grip, and he falls face first to the ground, never to rise again.<br/>
There is no time to contemplate this, however! You step back, readying yourself. The Needle Blights make no
differentiation of enemies.<br/>
You sense someone at your side, and are surprised to see the young Duergar boy step up beside you, ready to fight
the Blights with you!
<</narration>>
<<set _combatFriendlies = [$pc, Ember.getCreatureByType("duergar_boy", "Duergar Boy")]>>
<<set _combatEnemies = [Ember.getCreatureByType("needle_blight", "Needle Blight 1"), Ember.getCreatureByType("needle_blight", "Needle Blight 2"), Ember.getCreatureByType("needle_blight", "Needle Blight 3")]>>
<<set _combatVictory = "canyon-of-needles-final-needle-blight-collapses-rush-needles">>
<<set _combatDefeat = "canyon-of-needles-defeat-reset-hp-awaken-dark-shadows">>
<<set $combat = null>>
<<include "Combat">><<narration>>
When your breathing slows and you feel you are able, you turn to the Duergar child, in wonder.
<</narration>>
<<player-speech>>
Who or what are you? Are you of the same people as the old man?
<</player-speech>>
<<narration>>
He nods, then points to his head.
<</narration>>
<<speech>>
But he lost the darkness.
<</speech>>
<<player-speech>>
What do you mean?
<</player-speech>>
<<narration>>
He points to his binding.
<</narration>>
<<speech>>
This gives the mind the darkness that was his.
<</speech>>
<<narration>>
He reaches for your dagger.
<</narration>>
<<speech>>
We must cut it off! Please!
<</speech>>
<<narration>>
You are hesitant to give it at first, but decide to trust the child - he's earned it. When he touches it, the
blade glows.<br/>
You wince as you touch the blade to the magical ropes of his bindings. You cut a single fiber, then a group, until
the rope gives way and the binding drops from his back and fall unceremoniously to the ground.<br/>
The boy snatches it from the ground and tosses it back from whence you came. He reaches out and you offer the dagger
again. He pushes it away then takes your other hand. Now, standing by your side, he points onward. You don't need to
ask. You have made enough mistakes so far. Many of them could be undone by a good deed. No matter where he lived,
you would see him home, safely away from any more predator shamans.
<</narration>>
<div id="canyon-of-needles-breathing-slows-feel-able-turn-duregar-fadein">
<<narration>>
<<link "You take it and thank the boy">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<replace "#canyon-of-needles-breathing-slows-feel-able-turn-duregar-fadein" transition>>
<<include "canyon-of-needles-breathing-slows-feel-able-turn-duregar-fadein">>
<</replace>>
<</link>>
<</narration>>
</div><<narration>>
A few short days later, with the boy's help, you find a cave mouth that marks the borders of the Duergar lands,
and see a camp with people much like him<br/>
The boy looks up at you and smiles, but you feel a knot of fear and loss in your stomach.
<</narration>>
<<player-speech>>
I will not give you over to your people if they will treat you again as they did before. Will that happen?
<</player-speech>>
<<speech>>
No, I will find a different tribe than theirs. They will never find me. Our caves go on forever, and we are many.
<</speech>>
<<narration>>
Well reassured, you smile.
<</narration>>
<<player-speech>>
I will miss you, young one! Be safe and be happy!
<</player-speech>>
<<narration>>
In response, he looks at you, and brings his two fists together in front, in a strange ceremonial gesture. You take
it for a symbol of affection and respect and return it in kind. He turns, and without another word, walks towards
his people.<br/>
You watch him go, and see him hail the small encampment. When you are well and truly certain he is safe, you turn
your feet towards the Sybaris Fete once more...<br/>
[[Continue...|chose-an-episode-pre-fete]]
<</narration>><<episode-title "The Tremor Giant" "TD Orel">>
<<image-medium "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "center">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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($pc, 1)>>
<</link>> -or-<br/>
[[Nope, I'm in a hurry! Sorry.|tremor-giant-iced-iced-baby]]
<</prompt>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<run Ember.adjustD4Inspiration($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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<player-speech>>
Hold on, I'm still confused about the-
<</player-speech>>
<<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">><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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">><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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">><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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">><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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">><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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">><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>>
<<goto "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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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's 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>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<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>><<episode-title "Tiny Troubles" "Teal Coppock">>
<<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>>
<<goto "mini-fey-wild-chest-investigation-pass">>
<<elseif _totalResult lt _dc>>
<<goto "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($pc, "mini-fey-wild-chest-investigation-pass")>>
<<narration>>
Having already sensed the arcane nature of the chest, you brace yourself for what's coming.
<</narration>>
<</if>>
<<set _advantage = Ember.hasVisitedLocation($pc, "mini-fey-wild-chest-investigation-pass")>>
<<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>>
<<goto "mini-fey-wild-wisdom-pass">>
<<elseif _totalResult lt _dc>>
<<goto "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($pc, -1)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<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">><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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>>
<<goto "mini-fey-wild-dex-pass-inside-box">>
<<elseif _totalResult lt _dc>>
<<goto "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($pc, -Ember.rollD4())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<</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($pc, -Ember.rollD4())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<</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.getItemNarrationName($pc.weapon)>>.<br/>
You have never been this close to a bird before, let alone having to look up to gaze into their eyes. The dark skin
haloing her deep, molasses-colored eyes is textured, almost like small black scales. Alarmingly, you get the sense
that this creature might be much more intelligent than a normal bird.<br/>
Faster than you would have thought possible, the bird beats her wings and lunges towards you. Before you know what
is happening, you feel her strong, leathery claws wrap around your torso. You just manage to keep a grip on your
<<print Ember.getItemNarrationName($pc.weapon)>> 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($pc, -Ember.rollD4())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<</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>>
<<goto "mini-fey-wild-dex-pass-out-of-box">>
<<elseif _totalResult lt _dc>>
<<goto "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($pc, -Ember.rollD4())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<</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.getItemNarrationName($pc.weapon)>>.<br/>
You have never been this close to a bird before, let alone having to look up to gaze into their eyes. The dark skin
haloing her deep, molasses-colored eyes is textured, almost like small black scales. Alarmingly, you get the sense
that this creature might be much more intelligent than a normal bird.<br/>
Faster than you would have thought possible, the bird beats her wings and lunges towards you. Before you know what
is happening, you feel her strong, leather claws wrap around your torso. You just manage to keep a grip on your
<<print Ember.getItemNarrationName($pc.weapon)>> 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">><</link>>
<</narration>><<image-medium "SybarisFete.png" "A sprawling festival of tents and lights filling a valley beneath a sky where day and night meet." "center">>
<<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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
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 1>>
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">><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
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 1>>
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 1>>
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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
A mild chuckle escapes the Fool, as you tell your story.
<</narration>>
<<speech 1>>
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 1>>
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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
Have you heard of the Bounding Line before, Mortal?
<</speech>>
<<narration>>
You shake your head in response.
<</narration>>
<<speech 1>>
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>><<image-medium "Bacchus.png" "A grinning, ram-horned giant raising a golden goblet over a candlelit feast." "center">>
<<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 2>>
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 2>>
Hmmm, $pc.alias! An unusual name indeed!
<</speech>>
<<narration>>
He regards you with a piercing stare.
<</narration>>
<<speech 2>>
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 2>>
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 2>>
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><<prompt>>
What questions would you ask Bacchus?<br/>
<<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]]
<</prompt>>
<hr/><<speech 2>>
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 2>>
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 2>>This,
<</speech>>
<<narration>>
He says, sweeping his arm wide to encompass the surroundings,
<</narration>>
<<speech 2>>
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 2>>
I would imagine you walked, but you may have ridden, or flown, I suppose.
<</speech>>
<<narration>>
He bellows a laugh.
<</narration>>
<<speech 2>>
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 2>>
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 2>>
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>>/* Bacchus's riddles: each answer goes to its own page (bacchus-question-right-answer / -wrong-answer), which
then fades in the next riddle. $bacchusNextQuestion remembers which riddle comes next (a story variable, as
_temporary ones don't survive the page change); sybaris-fete-post-bacchus-questions clears it. */
<<set $bacchusNextQuestion = "bacchus-asked-question-one">>
<<speech 2>>
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 $bacchusNextQuestion>>
<</replace>>
<</timed>><<speech 2>>
Where lies the binding power over the Feywild?
<</speech>>
<<prompt>>
<<link "It follows my steps" "bacchus-question-right-answer">>
<<run Ember.addToBacchusScore($pc, 1)>>
<<set $bacchusNextQuestion = "bacchus-asked-question-two">>
<</link>><br/>
<<link "It rests in your hands" "bacchus-question-wrong-answer">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set $bacchusNextQuestion = "bacchus-asked-question-two">>
<</link>><br/>
<<link "It hides in the Courts of Summer and Winter" "bacchus-question-wrong-answer">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set $bacchusNextQuestion = "bacchus-asked-question-two">>
<</link>><br/>
<</prompt>><<speech 2>>
If the Feywild is the Canvas, and the Feycourts are the paint, what are you?
<</speech>>
<<prompt>>
<<link "I am the brush" "bacchus-question-wrong-answer">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set $bacchusNextQuestion = "bacchus-asked-question-three">>
<</link>><br/>
<<link "I am the frame" "bacchus-question-right-answer">>
<<run Ember.addToBacchusScore($pc, 1)>>
<<set $bacchusNextQuestion = "bacchus-asked-question-three">>
<</link>><br/>
<<link "I am the painting" "bacchus-question-wrong-answer">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set $bacchusNextQuestion = "bacchus-asked-question-three">>
<</link>><br/>
<</prompt>><<speech 2>>
Where are you bound?
<</speech>>
<<prompt>>
<<link "Home, by way of my left foot" "bacchus-question-right-answer">>
<<run Ember.addToBacchusScore($pc, 1)>>
<<set $bacchusNextQuestion = "bacchus-asked-question-four">>
<</link>><br/>
<<link "The Feycourts, by a serpentine path" "bacchus-question-wrong-answer">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set $bacchusNextQuestion = "bacchus-asked-question-four">>
<</link>><br/>
<<link "Wherever the Fool sends me" "bacchus-question-wrong-answer">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set $bacchusNextQuestion = "bacchus-asked-question-four">>
<</link>><br/>
<</prompt>><<speech 2>>
The gifts of the Fey are never given without condition. Why would one be conferred upon you?
<</speech>>
<<prompt>>
<<link "Because a fool is much to be feared" "bacchus-question-wrong-answer">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set $bacchusNextQuestion = "sybaris-fete-post-bacchus-questions">>
<</link>><br/>
<<link "A bribe for the hand that holds the world's leash" "bacchus-question-right-answer">>
<<run Ember.addToBacchusScore($pc, 1)>>
<<set $bacchusNextQuestion = "sybaris-fete-post-bacchus-questions">>
<</link>><br/>
<<link "Because generosity abounds amongst the Fey" "bacchus-question-wrong-answer">>
<<run Ember.addToBacchusScore($pc, -1)>>
<<set $bacchusNextQuestion = "sybaris-fete-post-bacchus-questions">>
<</link>><br/>
<</prompt>><<narration>>
Your answer is greeted with a rolling laugh and a raised goblet.
<</narration>>
<<if $bacchusNextQuestion is "sybaris-fete-post-bacchus-questions">>
<<speech 2>>
A wise answer! You have learned much in your short time here.
<</speech>>
<<else>>
<<speech 2>>
A wise answer! You have learned much in your short time here.<br/>
Let us try another!
<</speech>>
<</if>>
<div id="nextQuestionBox"></div>
<<timed 2s>>
<<replace "#nextQuestionBox" transition>>
<<include $bacchusNextQuestion>>
<</replace>>
<</timed>><<narration>>
Bacchus regards you a moment with an inscrutable gaze.
<</narration>>
<<if $bacchusNextQuestion is "sybaris-fete-post-bacchus-questions">>
<<speech 2>>
An interesting answer...
<</speech>>
<<else>>
<<speech 2>>
An interesting answer... Let us try another!
<</speech>>
<</if>>
<div id="nextQuestionBox"></div>
<<timed 2s>>
<<replace "#nextQuestionBox" transition>>
<<include $bacchusNextQuestion>>
<</replace>>
<</timed>><<unset $bacchusNextQuestion>>
<<narration>>
Bacchus rises.
<</narration>>
<<speech 2>>
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>>/* Set to true to drop a location from the list once it has been visited; false keeps every
location on offer (handy for testing each path). */
<<set _hideVisitedLocations to true>>
<<set _unvisitedLinksShowAll to !_hideVisitedLocations>>
<<set _unvisitedLinksOptions = [
{ label: "Step inside the tent", passage: "sybaris-fete-explore-morp", text: "You spot a striped tent with wagon wheels leaning against it, and the clatter of cages inside." },
{ label: "Wander towards the sound of songs", passage: "sybaris-fete-explore-jacques", text: "You spot a lamplit lane of music and color, with the smell of the Darkwoods drifting from it." },
{ label: "Cross the little stone bridge", passage: "sybaris-fete-explore-tollman", text: "You spot a small arched bridge over a trickling stream, with a figure lounging on its rail." },
{ label: "Step closer to take a look at the wonderful woven items", passage: "sybaris-fete-explore-weaver", text: "You spot a sunlit stall hung with threads and cloth that shift color as you watch." },
{ label: "Check out the logging competition", passage: "sybaris-fete-explore-fey-story", text: "You spot what appears to be a fey logging competition, but with giant beavers." },
{ label: "See if you are ready for the dark mysteries", passage: "sybaris-fete-explore-canyon", text: "You spot a dark and mysterious tent, promising mysterious secrets to be revealed" },
{ label: "Check to see if this is a fey drum circle", passage: "sybaris-fete-explore-tremor-giant", text: "You spot a stage with a strange music coming from it, almost percussive." },
{ label: "Brave the hall of mirrors", passage: "sybaris-fete-explore-mini-fey-wild", text: "You spot the entrance to a hall of mirrors, with twisting, distorted shapes." }
]>>
<<set _unvisitedLinksHeader = "You wander the fete, drifting wherever the crowd and your curiosity take you. Several things catch your eye:">>
<<include "OmniUnvisitedLinks">>
<<if _hideVisitedLocations and Ember.filterUnvisitedLinks($pc, _unvisitedLinksOptions).length is 0>>
<<narration>>
You have wandered every corner of the fete that you can find, and the tents and lanes begin to look familiar. There is nothing left to do but find Bacchus.
<</narration>>
<</if>>
<<prompt>>
When you have seen enough...<br/>
[[Seek out Bacchus|sybaris-fete-seek-bacchus]]
<</prompt>>
/* Morps Menagerie Episode */<<if Ember.hasVisitedLocation($pc, "morps-magical-menagerie")>>
<<include "sybaris-fete-explore-morp-played">>
<<else>>
<<include "sybaris-fete-explore-morp-new">>
<</if>><<image-small "Morp.png" "A jovial looking dwarf with a big beard, a large pointy hat, smoking a pipe, and wearing a garrulous outfit." "right">>
<<narration>>
As you walk up to the striped tent, the familiar voice of a dwarf calls from inside.
<</narration>>
<<speech>>
Come! Come and view my many magical and mystical creatures! Come to Morp's Mobile Menagerie!
<</speech>>
<<narration>>
Following the voice out of the tent is the diminutive proprietor, Morp himself.
<</narration>>
<<if Ember.hadGoodEnding($pc, "Morp's Menagerie")>>
<<include "sybaris-fete-explore-morp-played-good-end" >>
<<else>>
<<include "sybaris-fete-explore-morp-played-bad-end" >>
<</if>><<if Ember.helpedCatchCreature($pc, "fox")>>
<<speech>>
Why hello $pc.name, it appears that you finally made your way to the Fete! Welcome and come in! Thank you again for
helping me catch the Frostfoot Fox. The menagerie wouldn't be the same without the Fox as part of the exhibit, but come
and see the rest of the wonders I have to show you! We didn't get a chance last time as I was busy trying to get here.
<</speech>>
<<else>>
<<speech>>
Why hello $pc.name, it appears that you finally made your way to the Fete! Welcome and come in! Thank you again for
helping me catch the Sparkfeather Swan. The menagerie wouldn't be the same without the Swan as part of the exhibit, but come
and see the rest of the wonders I have to show you! We didn't get a chance last time as I was busy trying to get here.
<</speech>>
<</if>>
<<narration>>
Morp takes you on a guided tour of his many wonders in the menagerie. The Frostfoot Fox, and the Sparkfeather Swan you
are already acquainted with from your previous run-in with Morp, but he has many other wonderful and interesting
creatures to show you.<br/>
There is the Blink Dog that looks almost like a dog from your own world, but with small antennae, and it seems the eyes
are... not actually there. In spite of the lack of eyes, the Blink Dog pops around the tent in flashes of blue fey
light, doing tricks and fetching objects as Morp gives it commands. Every time it brings something to him successfully,
Morp scratches it lovingly under the chin and it responds by thumping its foot and wagging its tail.<br/>
In a larger aviary, there are a number of Faerie Dragons, looking like what you would expect large dragons to look like,
but very small, with multi-colored butterfly wings instead of large leathery wings. As you watch them flit around their
aviary, they shimmer and shift colors as their moods seem to change. They are beautiful, delicate creatures and you
feel like you could sit and watch them for hours.<br/>
As you are watching other animals, you feel something lick your hand, and look down to see a small armadillo-like
creature licking your hand, as if it is looking for a treat. Except this armadillo has large, sapphire-colored
crystals growing out of its head that seem to pulse with a faint friendly light as it searches for treats.
<</narration>>
<<speech>>
Oh, don't mind him. That is just a Gem-shelled Carbuncle. Very friendly, but also very motivated by treats...
<</speech>>
<<narration>>
Morp says as he reaches into a pouch at his waist and pulls out a small treat to entice the Carbuncle away from you.<br/>
After spending a little time visiting with Morp, asking about his trip, and seeing more of his amazing animals, you
say your goodbyes and head back out into the Sybaris Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<speech>>
<<if Ember.failedToCatchCreature($pc, "fox")>>
Oh, it's you... My menagerie hasn't been quite the same without the Frostfoot Fox. People loved to see the icy patterns
it would make and the beautiful snow showers that would follow it around. I guess you at least tried to help... but...
it has been difficult without the fox.
<<else>>
Oh, it's you... My menagerie hasn't been quite the same without the Sparkfeather Swan. People loved to see the fiery
swirls and sparks it would make and the shimmering heat mirages it could produce. I guess you at least tried to help...
but... it has been difficult without the swan.
<</if>>
<</speech>>
<<narration>>
Morp is friendly enough, and lets you come in to wander around the menagerie on your own, though he doesn't seem
particularly interested in showing you around, so you are on your own.<br/>
You wander by an aviary of Faerie Dragons, much smaller than their large cousins, and with multi-colored butterfly
wings, they flutter about their aviary shifting colors and changing hues. They are mesmerizing creatures to watch.
You feel you could spend a long time sitting and watching them.<br/>
As you are watching these small flitting creatures, you happen to step back and feel something underfoot, and before
you know what is happening, you feel a warm blast of heat upwards from your foot, accompanied by a loud sound.
<</narration>>
<<speech>>
PSSSSSSSHHHHHHH!!
<</speech>>
<<player-speech>>
AAaahhhh!!
<</player-speech>>
<<narration>>
All of a sudden, Morp is there, and he gently pulls you off what you thought was just a cobblestone, and up pops a
pug-like creature that looks like its snout is pointed directly up. You didn't even see it because you were so focused
on the Faerie Dragons.
<</narration>>
<<speech>>
Careful! Careful! That is the only Sunder-Snout Pygmy I have been able to find... You startled it!
<</speech>>
<<narration>>
Morp cautions you as he checks the Pygmy to make sure it is okay. Appearing like a stone, it seems to be fine
if not a bit startled. Morp doesn't exactly shoo you out of the menagerie, but you feel that he would prefer if you
weren't around any more. He keeps glancing from you to an empty cage along his many cages of animals.<br/>
You get the hint, and decide it is time to explore more of the Sybaris Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Morp.png" "A jovial looking dwarf with a big beard, a large pointy hat, smoking a pipe, and wearing a garrulous outfit." "right">>
<<narration>>
From inside the striped tent, you hear the broad voice of a dwarf inviting you in. You step inside to see a wonderful
assortment of unusual and interesting animals in various cages and containers. Very prominently displayed are a couple
of very interesting creatures, an icy-looking fox, and a bright and fiery-looking swan.
<</narration>>
<<speech>>
Hello, welcome and well-met friend! Welcome to Morp's Mobile Menagerie, and I am Morp. Come in, come in and see my
many wonderful and marvelous creatures!
<</speech>>
<<narration>>
Morp shows you the fox, and introduces it as the Frostfoot Fox, that makes icy patterns wherever it walks, and it seems
that a flurry of snowflakes always seems to accompany it.<br/>
Next is the Sparkfeather Swan, a bright and glorious bird. The swan has swirls and eddies of flame around it, and you
swear that you can almost see images in the heat shimmer coming off of it.<br/>
He has what looks like a small dog-like creature with no eyes but antennae instead. It performs tricks for him, and
he gives it commands. It pops around the tent with flashes of blue fey light, and brings him various things he asks
for. Upon bringing him something, Morp scratches it under the chin, and it wags its tail and thumps its legs. He says
it is called a Blink Dog.<br/>
Finally, he brings you to a large aviary that has a number of Faerie Dragons, smaller than their cousins with multi-
colored butterfly wings, they flit around their enclosure like shifting motes of light. As you watch them, almost
mesmerized, you watch them shift colors and dance about their aviary.<br/>
After getting your fill of the amazing animals and creatures of Morp's Mobile Menagerie, you thank Morp for showing you
all these amazing sights, and then you step back out into the Sybaris Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>>
/* Jacques de la Couers Episode */<<if Ember.hasVisitedLocation($pc, "darkwoods-intro")>>
<<if Ember.hadGoodEnding($pc, "Jacques De La Coeur")>>
<<include "sybaris-fete-explore-jacques-played-good-end">>
<<else>>
<<include "sybaris-fete-explore-jacques-played-bad-end">>
<</if>>
<<else>>
<<include "sybaris-fete-explore-jacques-new">>
<</if>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
As you move towards the music, you hear the sweet tones of a lute, playing a song you vaguely recognize. It has been
days now since you heard it... but... yes, that sounds like the music of Jacques de la Coeur!<br/>
As you turn the corner, you see him there in all his glory, strumming his father's beautiful lute, playing his father's
song with all the beauty you remember.
<</narration>>
<<player-speech>>
Jacques, is that you? I thought you would still be in Olinvale, playing for them. What are you doing here?
<</player-speech>>
<<narration>>
It is, in fact, the traveling bard Jacques de la Coeur. When he hears you, he stops with a gentle strum of his lute,
places it gently in its case, and comes to give you a hug.
<</narration>>
<<speech>>
My friend, my song was just too big for one town. After sharing my song with the people of Olinvale, I happened upon
a dwarf with a traveling menagerie who said he was on his way to the Sybaris Fete, and he was kind enough to let me
ride with him and his animals.
<</speech>>
<<narration>>
You and Jacques sit and talk for a bit about your adventures since you parted and about the wonders you have seen around
the Sybaris Fete.
<</narration>>
<<speech>>
Have you found out any more about a way home? Have you managed to unravel that mystery yet?
<</speech>>
<<player-speech>>
No, my friend, that is what I am doing here. I was told I should seek out Bacchus, and I plan to do that... soon. I
just couldn't pass up looking around this amazing place a little first!
<</player-speech>>
<<narration>>
Jacques heartily agrees that one must explore the Sybaris Fete, at least a little, if they are to make the trip here.
The two of you chat a little longer, then Jacques excuses himself to go back to his next set, and you continue on
with your exploration.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
As you move towards the music, it sounds like it is a lawn set aside for all kinds of musical entertainment. Suddenly,
your ear picks out the awkward plinking of a lute, as if someone is trying to work up the courage to play it, but
isn't quite there.<br/>
You look to see where that sound might be coming from, and you see a foppishly dressed Aarakocra bard, none other than
Jacques de la Coeur.<br/>
You try to duck behind a group of people before he can see you, but just a moment too late...
<</narration>>
<<speech>>
I say, $pc.name, is that you?!
<</speech>>
<<narration>>
Jacques says a lot too loud, as he puts the lute back in its case as if he knew what he was doing, and then saunters
over to you. It seems that your adventures in the Darkwoods made you memorable to him.
<</narration>>
<<speech>>
So, abandoning me before wasn't enough for you? You thought that you would track me down here and... and... continue
your punishment? I say, I don't need your assistance any more! A friendly dwarf with a traveling menagerie, who KNOWS
what fine music is, happened to find me and was willing to bring me along with him to the Sybaris Fete, no thanks to...
SOME people.
<</speech>>
<<narration>>
With that, Jacques doesn't give you a chance to say or do anything else. He flips his tail feathers in your direction
and moves back to his lute case. He very aggressively closes the clasps on the case and slings it over his shoulder.
With a final glare in your direction, he huffs and exits the lawn in the opposite direction of you.<br/>
Feeling a little bad about the interaction with Jacques, you stay and listen to the other bards and musicians for a bit,
but eventually you decide to return to exploring the Sybaris Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Jaques_dela_Coeur.png" "A boastful birdfolk bard, one finger raised, his lute across his back." "right">>
<<narration>>
As you wander towards the music, you come to a lovely green lawn, smooth rolling grass, dotted here and there with
various bards and musicians. There is a trio of Kobolds, the youngest one appears to be singing and playing a lute. The
biggest of the three, dressed like a fighter, is accompanying with a fiddle. And the oldest of the three is playing a
small drum in time with the other two. You see a small sign next to a hat, and what looks to be a trench coat,
proclaiming their names as "Basso, Tempo, and Verse, the Three Brothers".<br/>
Next you wander over to a Dragonborn bard dressed all in blue, playing a lute and singing. You stop to listen as her
voice is just enrapturing. You wait for her to stop to both compliment her and ask her name.
<</narration>>
<<player-speech>>
That was lovely! I have very rarely heard such beautifully played ballads. May I ask your name, lady bard?
<</player-speech>>
<<narration>>
With a bit of a blush at the compliment, the young bard responds,
<</narration>>
<<speech>>
I am known as Lyra Flamewreath, but... my friends just call me Lyra.
<</speech>>
<<narration>>
You notice that Lyra, though a bard, carries a lovely magical sword at her side as well, and her cloak seems to flap in
a wind that isn't there. You thank her again for her lovely song, and continue on through the lawn.<br/>
Though there are many varied and interesting bards, you do notice an Aarakocra bard off in the corner that seems to be
plucking at a lute, but never seems to actually be playing it. The instrument looks beautiful, and part of you wonders
why a bard with such a lovely instrument isn't playing it.<br/>
After wandering around to some of the other amazing acts scattered around the lawn, you decide it is time to return
to exploring the wonders of the Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>>
/* Tollman Episode */<<if Ember.hasVisitedLocation($pc, "tollman-intro")>>
<<include "sybaris-fete-explore-tollman-played">>
<<else>>
<<include "sybaris-fete-explore-tollman-new">>
<</if>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<narration>>
You start to cross the stone bridge across a stream running through the Fete, but as you come to the crest of it, a
character you recognize is sitting on the railing of the bridge. He appears to be flipping an odd coin, but it is most
definitely the Tollman you have met before.
<</narration>>
<<player-speech>>
Well met, friend? I am... surprised to see you here, so far from where we last crossed paths.
<</player-speech>>
<<narration>>
The Tollman looks up with a smile that says he knows something more than he will ever tell you and a twinkle of mirth
in his eyes.
<</narration>>
<<speech>>
Well met, $pc.name. It is good to see you here mostly in one piece, and... still trailing the same straggler you had
before.
<</speech>>
<<narration>>
He says this last, looking down at your left foot, as if something is caught there. As you look down, you think you
see a flash of gold out of the corner of your eye, but when you look, there is nothing there.
<</narration>>
<<speech>>
I am sure you still have many adventures to go, but it is good to run into you again. Let me give you a little
something that might aid you on your way.
<</speech>>
<<narration>>
He hands you a coin, rather large and with good heft. It is a strange coin, and you turn it over in your hands to see
both sides. On one side, there are two hands, one warm and colorful holding a flower aloft, the other white and
austere holding a snowflake aloft. And on the other side... is an engraving of the Fool! The strange character who,
you feel, is somehow responsible for all your misadventures in the first place.
<</narration>>
<<player-speech>>
Wait, this has the Fool on it? What kind of coin is this? How would this aid me in my adventures?
<</player-speech>>
<<narration>>
You look up to ask the Tollman, but he has vanished. He is nowhere to be seen. You look both directions, but cannot
find him. You hold up the coin, looking at it again, wondering what part it will play in your story, when suddenly,
poof, it gets snatched out of your hands.
<</narration>>
<<speech 1>>
Ah, ah, ah, we can't have that just yet! Spoilers!
<</speech>>
<<narration>>
And with that, he dashes off faster than you can even hope to keep up, and with him, the coin that the Tollman had
given you also disappears. With a sigh of resignation at things never quite seeming to go your way, you continue on
with your exploration of the Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Tollman.png" "A sharp-eyed fey in a long patterned coat, perched easily on a bridge rail." "right">>
<<narration>>
You start to cross the stone bridge across a stream running through the Fete, but as you come to the crest of it, a
strange character is sitting on the railing of the bridge. He appears to be flipping an odd coin, and looks at you with
rather peculiar scrutiny, as if he knows you, or at least is going to ask you a question.
<</narration>>
<<player-speech>>
Can I help you, my goodman?
<</player-speech>>
<<narration>>
The strange character bows to you and tips his hat.
<</narration>>
<<speech>>
I am sorry if I have offended good sir. It just isn't often I see someone so... attired.
<</speech>>
<<narration>>
He says with a smirk, looking down at your left foot. You wonder what he is talking about and look down. As you do,
you see a flash of gold near your left ankle, but it disappears when you try to focus on it. That was strange, you
think to yourself. You look back up to the Tollman, but he seems to have disappeared. But sitting on the railing
where he had been sitting was the coin he was flipping. The face that is up is a side with two hands, one warm and
colorful holding a flower aloft, the other white and austere holding a snowflake aloft. You pick it up for a closer
look, and upon flipping it over are startled to find the Fool's face engraved there. What kind of strange omen is this
to find the Fool engraved on a coin you happen across?<br/>
As you hold it up to look closer at it again, it is snatched from your grasp by a quick paw. You turn to protest to
whoever stole it away from you, only to come face to face with the Fool himself!
<</narration>>
<<speech 1>>
Ah, ah, ah, we can't have that just yet! Spoilers!
<</speech>>
<<narration>>
And with that, he dashes off faster than you can even hope to keep up, and with him, the coin that the Tollman had
given you also disappears. With a sigh of resignation at things never quite seeming to go your way, you continue on
with your exploration of the Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>>
/* Weaver Episode */<<if Ember.hasVisitedLocation($pc, "weaver-intro")>>
<<include "sybaris-fete-explore-weaver-played">>
<<else>>
<<include "sybaris-fete-explore-weaver-new">>
<</if>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
As you step into the large stall with all kinds of beautiful, intricate weaving, tapestries and textiles, you hear a
sound that most people would find pleasant, but to you, it sends a chill down your spine. A woman's voice raised
in a light, silvery song coming from the back of the stall. You know that tune, and you recognize that voice.<br/>
You immediately hide behind a larger tapestry, slowly peeking out to make sure you aren't seen. As you look towards
the back, you see near the back, in what looks like a large wicker cage, you see a pixie held dejectedly captive.
That is when you catch a glimpse of an auburn-haired woman at the back of the stall, working at a loom, weaving yet
another intricate tapestry.<br/>
It is the woman from the woods, the one some called a witch. You just have unusual memories of your time there, and
something about the pixie in the cage bothers you as well. That's when you notice the tapestry you are hiding behind.
It appears to be you standing in the middle of a beautiful party, surrounded by human-like shapes with vague features.
The closer they are to you, the easier it is to make out some of their features. Some have pointed ears, some have
golden eyes, all smiling and holding flutes filled with a purple liquid. The most peculiar thing about it is your
eyes are an intense shade of red. The shade of red almost glows in the morning light. Seeing this causes you to start
a little, and the woman at the loom stops to look around, as you frantically duck.<br/>
That was close! She almost saw you, and you are SURE she would have recognized you. You don't feel good about the
pixie still being in a cage. You aren't sure if this is allowed in the Sybaris Fete or not, but you decide you will
wait and watch, and try to free the pixie.<br/>
Your chance comes a little while later. Another patron comes in to look at the weaving and strikes up a conversation
with the Weaver, and they move off to the side to look at colors and decide on patterns. You sneak over to the cage
and attempt to free the pixie from her wicker prison.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "sybaris-fete-explore-weaver-played-check-results">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "sybaris-fete-explore-weaver-played-success">>
<<else>>
<<goto "sybaris-fete-explore-weaver-played-failure">>
<</if>><<narration>>
Without making a sound, you are able to unlock the cage, and quietly shoo the pixie out. She whispers a quiet "thank
you" to you as she sneaks out a loose tent flap and flies rapidly into the sky.<br/>
You decide you have probably been here enough, and you think you hear the Weaver coming back. You lower yourself down
and quietly make your way out of the Weaver's stall and back to the rest of the Fete, glad to have gotten out of there
without the auburn-haired witch catching you there.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<narration>>
As you go to open the pixie's cage, you slip and trip, and knock the cage over with a loud bang and a crash. One piece
of luck, the cage breaks open, and the pixie scrambles away, out a tent flap and off into the sky. You hear a very
upset female voice coming your direction, and you decide you should probably make your escape too and scramble out the
loose tent flap after the pixie, and quickly move off into the Fete to explore elsewhere, deciding you don't need any
further close calls like that.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Weaver.png" "A smiling woman standing in a cabin doorway hung with charms, herbs and bones." "right">>
<<narration>>
As you step into the large stall, you are surrounded by intricate weaving and tapestries. At the same time, you are
surrounded by a light, silvery song in a woman's voice coming from the back of the stall. As you look around, you
notice it is a lovely, auburn-haired woman at the loom singing as she weaves yet another intricate tapestry. You find
yourself transfixed for a moment, listening to her song, until she looks up and sees you.
<</narration>>
<<speech>>
Oh, hello. I'm sorry I didn't see you there sooner, can I help you find anything? And welcome to my shop, the Fateful
Weaver's.
<</speech>>
<<narration>>
She says with an almost lilting tone. Though she seems lovely, and all her work is intricate and beautiful, something
just feels... off about this. Like, maybe you have seen this all or met her in another life, or another playthrough.
You mumble something about just looking, and turn away from her to look around the rest of her stall. You had noticed
before that the tapestries were very intricate, but now, you start to look a little closer.<br/>
Here is a tapestry that looks... remarkably like the Fool talking to someone, but the someone has their back to them,
and it looks like they are getting pulled into some kind of magical portal. If this wasn't in a stall you had never
been to, you would swear that is the back of your head in the tapestry. You shiver a bit, and then move on.<br/>
Next, you come to another tapestry, this one is stranger yet. It is obviously you in the center, and in your hands is
a strange golden thread running from one edge of the tapestry to the other, winding through your hands. Near you is
the Fool, but also a large man who looks to be enjoying himself, and two women, one in bright and cheery colors, the
other in cool, cold colors. Seeing this image, you let out a gasp. It is obviously you, but... you have no idea what
the scene means.<br/>
You are about to turn to leave when you think you hear something in the corner of the shop. Out of the corner of your
eye, you think you see a pixie, but when you turn to look, all you see is an empty wicker cage swinging gently, as if
caught in a slight breeze. You shake your head, almost sure you had seen something else there not just a moment ago.<br/>
You decide you have definitely had enough of this place as you still feel chills up your spine, you quietly sneak out
of the stall and back into the thoroughfares of the Sybaris Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>>
/* Know Thyself Episode */<<if Ember.hasVisitedLocation($pc, "fey-story-intro")>>
<<include "sybaris-fete-explore-fey-story-played">>
<<else>>
<<include "sybaris-fete-explore-fey-story-new">>
<</if>><<set _flattails to Ember.flattailsOutcome($pc)>>
<<if _flattails is "helped">>
<<include "sybaris-fete-explore-fey-story-played-helped">>
<<elseif _flattails is "scared">>
<<include "sybaris-fete-explore-fey-story-played-scared">>
<<else>>
<<include "sybaris-fete-explore-fey-story-played-unseen">>
<</if>><<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<narration>>
You have come upon a fey lumberjack competition where a variety of fey creatures are climbing logs, cutting logs,
trying to spin each other off of logs. It is a panoply of motion and excitement. You find a place down near the
front of the bleachers where you can sit and watch the excitement for a bit.<br/>
The next event up seems to be a log cutting contest of some sort, as they are setting up and announcing, you hear a
gruff voice calling out some very unique names you seem to remember.
<</narration>>
<<speech>>
Brickabrack! Stuffins! Yah! Let's move it ya wee beasties!
<</speech>>
<<narration>>
The voice belongs to the strange gnome, Alpip, with his two large flattails. They come in and get set up to start
gnawing on a log. Another competitor with two of his own large beaver-like creatures comes up to the other log. On
the command to go, you watch Alpip encourage and berate Brickabrack and Stuffins, his two large flattails, into
chewing their way through the log, and they do make short work of it. Soon, the contest is over, and Alpip has been
hailed the winner.
<</narration>>
<<player-speech>>
Alpip! Is that you? Well done! I never knew flattails could chew that fast!
<</player-speech>>
<<narration>>
You call out to him, smiling at his victory.
<</narration>>
<<speech>>
Is that really you, $pc.name? Not... another look-alike or somethin' like that, is it?
<</speech>>
<<narration>>
You ensure him that no, you are really YOU this time, and ask him how he and his flattails have been. He regales you
with adventures of traveling through the countryside with Brickabrack and Stuffins pulling his cart, and how they
decided to come and try a little competition to see just how good his two flattails could be. He has been pleasantly
surprised as they seem to have shown a particular aptitude for this competition.<br/>
After a couple more rounds of you and Alpip chatting while other contestants compete, it is time for Alpip and his
large friends to get back into the competition. He wishes you well, and suggests maybe if you have time later, you
can meet up for a drink at one of the many taverns around the Fete.<br/>
You regretfully tell him that soon, you have to get back to your search for Bacchus, but give Brickabrack and Stuffins
a quick scratch under their chins before Alpip gets back to the competition. You watch a little longer, but then
decide it is probably time to get back to exploring more of the Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Alpip.png" "A wild-haired old gnome mid-spell, dark magic swirling around his raised fist." "right">>
<<narration>>
You have come upon a fey lumberjack competition where a variety of fey creatures are climbing logs, cutting logs,
trying to spin each other off of logs. It is a panoply of motion and excitement. You find a place down near the
front of the bleachers where you can sit and watch the excitement for a bit.<br/>
As you are watching them set some rather large logs out, and a couple of contestants are getting set up with large
beaver-like creatures, flattails you remember, you hear a quiet, but ugly heavy sobbing from down the row from you.
You look down the row to see a gnome you realize you recognize, eyes red as he watches the contestants with their
flattails.<br/>
As you realize this is Alpip, who you met before, and unfortunately scared his flattails away, he looks up and sees
you. In an instant, the grief-stricken face turns to one red with anger.
<</narration>>
<<speech>>
Why you good-for-nothing, flattail killer! It's all YOUR fault! If you hadn't... if you had JUST remembered their
names, they wouldn't have run off and gotten eaten!
<</speech>>
<<narration>>
As angry as he is with you, he can't help but break out in a fresh round of tears after this. You aren't quite certain
what to do at this point, but do the only thing you can think to do.
<</narration>>
<<player-speech>>
I'm sorry Alpip. Are you sure it was me and not another doppelganger? What happened? Where are your flattails? Did
something happen to them?
<</player-speech>>
<<speech>>
After you tried helping me find them, when you forgot their names and they ran off. How hard is it to remember
Brickabrack, or Stuffins? When they ran off, they happened to run across a hill giant who decided they looked tasty...
and he ATE THEM!!
<</speech>>
<<narration>>
He breaks out into a fresh round of tears and crying. You try to console him, but he is inconsolable now. The tears
just keep coming, and nothing you can do is stopping them. People are starting to look and whisper about what is going
on. You decide that maybe, just maybe it is time to leave this contest. You gently pat Alpip on the back a couple of
times, whispering an apology as best you can, and then skulk out of the stands to return to exploring the
Sybaris Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<narration>>
You have come upon a fey lumberjack competition where a variety of fey creatures are climbing logs, cutting logs,
trying to spin each other off of logs. It is a panoply of motion and excitement. You find a place down near the
front of the bleachers where you can sit and watch the excitement for a bit.<br/>
You see a gnome with a couple of large beaver-like things gnawing through a log faster than anyone else, a very
impressive display of their large, sharp teeth. Though a number of competitors come up against him, this one gnome
seems to be outpacing everyone. You hear people call the large beaver-like creatures flattails, and you think you
catch the gnome's name from the announcers, Alpip.<br/>
You think you might have heard that name before, but you aren't quite sure. You stay and watch for a while as they
have a number of other interesting lumberjack contests. Some very nimble elven creatures are able to scale large
log poles with almost no help faster than you have seen people run straight on the ground. A frog-like creature
seems to excel at rolling others off a log floating in the water, though a rabbit-like creature gives him a bit of a
challenger.<br/>
You are watching them set up another log for a competition in front of you, when you notice the log that they are setting
up seems to have a face on it. You see it and feel it is very strange that a log would have a face. The face even
seems to be... familiar, like you have seen it before. But why would a face on a log look familiar to you?<br/>
Something about the face on the log unsettles you, so you decide you are done watching the competition, and decide to
return to the many byways of the Fete to search for your next adventure.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Beavers.png" "Two cattle-sized, beaver-like flattails with broad paddle tails." "right">>
<<narration>>
You have come upon a fey lumberjack competition where a variety of fey creatures are climbing logs, cutting logs,
trying to spin each other off of logs. It is a panoply of motion and excitement. You find a place down near the
front of the bleachers where you can sit and watch the excitement for a bit.<br/>
You see a gnome with a couple of large beaver-like things gnawing through a log faster than anyone else, a very
impressive display of their large, sharp teeth. Though a number of competitors come up against him, this one gnome
seems to be outpacing everyone. You hear people call the large beaver-like creatures flattails, and you think you
catch the gnome's name from the announcers, Alpip.<br/>
After the log chewing contest, you stay and watch for a while as they have a number of other interesting lumberjack
contests. Some very nimble elven creatures are able to scale large log poles with almost no help faster than you
have seen people run straight on the ground. A frog-like creature seems to excel at rolling others off a log floating
in the water, though a rabbit-like creature gives him a bit of a challenger. There is a bit of excitement with the
double headed axe throwing when one competitor gets a little upset with another and just misses them with a thrown axe.<br/>
You are watching them set up another log for a competition in front of you, when you notice the log that they are setting
up seems to have a face on it. You see it and feel it is very strange that a log would have a face. It doesn't quite
look like it's been carved into the trunk, more like it has grown in the trunk of the tree naturally.<br/>
Something about the face on the log unsettles you, so you decide you are done watching the competition, and decide to
return to the many byways of the Fete to search for your next adventure.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>>
/* Canyon Of Needles Episode */<<if Ember.hasVisitedLocation($pc, "canyon-of-needles-start")>>
<<include "sybaris-fete-explore-canyon-played">>
<<else>>
<<include "sybaris-fete-explore-canyon-new">>
<</if>><<if Ember.hadGoodEnding($pc, "The Canyon of Needles")>>
<<include "sybaris-fete-explore-canyon-played-good-end">>
<<else>>
<<include "sybaris-fete-explore-canyon-played-bad-end">>
<</if>><<narration>>
As you step inside the tent of mysteries, a thick fog rolls around your feet, cool and tingling. The lights are low,
and a purple glow is emanating from deeper in the tent. This all has a familiar feel to it, but you aren't quite sure
where you remember this feeling from. You wander deeper in to the tent, and hear a deep voice bellow,
<</narration>>
<<speech>>
Are you ready to look into the deep beyond, mysteries untold, can you stare into the void when it stares back?
<</speech>>
<<narration>>
Though the voice sounds deep and menacing, there is something about it that is familiar. You see a large, purple head
appear over a gem in the back. The gem looks... very familiar. Then things start to click. In spite of sounding so
deep, that voice reminds you of a Duergar boy you met.
<</narration>>
<<player-speech>>
Hello? Is that the Duergar boy I met? Is that you?
<</player-speech>>
<<narration>>
Suddenly, the large purple head above the gem wavers and stutters, and then disappears entirely, and from behind a
curtain peeks the face of the Duergar boy.
<</narration>>
<<speech>>
$pc.name? Is that, is it actually you? I... I didn't think I would ever see you again!
<</speech>>
<<narration>>
He excitedly comes out and greets you, and offers to take you on a tour behind the scenes of the magical, mystical tent
of dark mysteries. He tells you about a group of Duergar he found who were much nicer than the old man you found him
with, and they even helped him learn how to use the dark gem for something other than the dark purposes of the old
hermit.<br/>
While the two of you quietly converse in the back of the tent, other patrons come in, and he stops and puts on a show of
telling their fortune, or answering their questions, all the time as the large floating head with the deep voice. It
is a bit of illusion magic that his new clan taught him, using the dark gem as a focusing crystal. He seems much
happier doing this, and you are so glad you were able to help him.<br/>
After catching up with the young Duergar for a while, he hears some of his clan returning from getting food.
<</narration>>
<<speech>>
You better go. I promised them I wouldn't share the secret of the tent of mysteries with anyone, and they might not
let me have dessert tonight if they know! They are actually pretty nice, but I also really like dessert!
<</speech>>
<<narration>>
With a smile, you sneak out the side panel he directs you to and return to exploring the Fete, a little lighter,
knowing that he has found a place and is happy.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
As you step into the mysteries tent, a cold fog wraps around your ankles, and a chill breeze blows along your spine.
Something doesn't feel quite right, but you aren't sure what. Between the front and the back of the tent, there is
a gauzy curtain, and you see an ominous purple glow from behind the curtain. You try to see what is back there, but
you can't quite make it out. Then a thin, raspy voice calls out,
<</narration>>
<<speech>>
Come in, if you dare, if you are brave enough to stare into the future, to learn your fate...
<</speech>>
<<narration>>
You recognize the voice, it carries the echo of a canyon, the scent of pine, and an unmistakable darkness. As you peek
through the curtain, your fears are proven correct, it is the Duergar shaman you met in the Canyon of Needles. All you
can think about when you see him is the terrible things he did to the young Duergar boy with him. As you are peeking
in, he looks and sees you, and his eyes go wide.
<</narration>>
<<speech>>
You?! YOU! Curses on you! My magic has never been quite the same since your meddling! Come closer, let me show you
just how I feel about your meddling!
<</speech>>
<<narration>>
With that, he tries to get up and pull his dagger-like wand to come towards you. As he is getting up, something in his
mechanical leg locks up, and he tumbles to the ground cursing and yelling. You take the chance to turn and run from
him. You have had enough of the dark little hermit, you want nothing else to do with him! As you run out of his tent
you duck into the crowds flowing through the Sybaris Fete and make your way on to other explorations, leaving the
dark little Duergar hermit far behind.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "Hermit.png" "A wild-eyed, bearded old Duergar hermit in a tattered hooded robe, arms spread wide, one leg a rusted clockwork contraption." "right">>
<<narration>>
As you step into the mysteries tent, a cold fog wraps around your ankles, and a chill breeze blows along your spine.
Something feels dark and ominous, and you almost decide to turn around and leave. But between the front and the back of
the tent, there is a gauzy curtain, and you see a pulsing purple glow from behind the curtain. You try to see what is
back there, but you can't quite make it out. Then a thin, raspy voice calls out,
<</narration>>
<<speech>>
Come in, if you dare, if you are brave enough to stare into the future, to learn your fate...
<</speech>>
<<narration>>
Something about the voice is almost like nails on a chalkboard, and make your spine shiver, but you just have to know
what is going on here. You quietly slip behind the curtain to see a gnarled old hermit sitting on pillows in front of
a dark gem, one leg is missing and replaced with what looks like a mechanical contraption. You try not to stare at it
as you have seen many odd and peculiar things in this place.
<</narration>>
<<speech>>
Are ye going to stand there with yar gawb open, or are you going to sit down and look into your future?
<</speech>>
<<narration>>
The wizened old man asks, sounding almost as haggard and grumpy as he looks. You take the seat he motions to across
from him, as he starts to slowly wave his hands over the large purple gem and starts to chant dark, sinister sounding
words. Then he commands you,
<</narration>>
<<speech>>
Look into the gem, if you dare. See your future, see your fate, hope that the void doesn't stare back!
<</speech>>
<<narration>>
You almost can't help but look. You see murky images appear and disappear into the gem. You standing on what looks
like a huge flower bloom, then you standing in a vast hall of ice, finally you standing here in the Fete you think,
near a stage. Through all the pictures, you see a shimmering thread always following you, looking almost like it is
stuck to your shoe. As you lean in to look closer at the images, from deep inside the gem, a large, bloodshot eye
shoots forward to glare at you, and you fall backwards in surprise.
<</narration>>
<<player-speech>>
What was that? That THING in the gem? There was an eyeball. I was just trying... trying to see the images, and...
<</player-speech>>
<<narration>>
The wizened old man's laugh cuts you off. It is almost a sinister cackle, but not quite. It is not friendly, and
you are pretty sure it is time for you to leave.
<</narration>>
<<speech>>
That, boy, was the void staring back... Something has seen you. Something is WATCHING you...
<</speech>>
<<narration>>
And he returns to his mirthless cackle as you pick yourself up. You are done with this place, you want nothing more to
do with this strange and creepy old man, and you rapidly make your way back out to a main thoroughfare.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>>
/* Tremor Giant Episode */<<if Ember.hasVisitedLocation($pc, "tremor-giant-start")>>
<<include "sybaris-fete-explore-tremor-giant-played">>
<<else>>
<<include "sybaris-fete-explore-tremor-giant-new">>
<</if>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<narration>>
You hear what seems to be a beatnik drum circle, not nearly as much music, as various percussive noises, and your
curiosity gets the better of you, so you wander in to see what all the noise and racket is. As you turn the corner,
you are shocked to see a large Tremor Giant, one you recognize, Dorp! And around him flies a vile-tempered old pixie
shouting and cursing at him when he strikes out of time.
<</narration>>
<<speech>>
Have you eaten too many rocks, you lunk? Are they in your brain now? Come on! In time, on the beat! NO, NO, NO!
Not like that!
<</speech>>
<<narration>>
The old pixie continues to shout and scream at Dorp, and he continues to try his best, missing a beat here or there.
You immediately duck out of sight, remembering LAST time the pixie caught sight of you. Yes, you might have been able to
help him learn to play, but you decide that you would rather not end up as a snack for Dorp. What kind of creature
tries to eat the person who helped them out? No thank you!<br/>
You quietly turn around and sneak back out of the small auditorium where Dorp and the pixie are trying to get their
song down with very little success. As you sneak away, you decide there are much SAFER places to explore in the
Sybaris Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<image-small "RockGiant_and_Fairy.png" "A large stone giant with a tiny fairy floating around him shouting at him." "right">>
<<narration>>
You hear what seems to be a beatnik drum circle, not nearly as much music, as various percussive noises, and your
curiosity gets the better of you, so you wander in to see what all the noise and racket is. As you turn the corner,
you are shocked to see a large Tremor Giant, slapping and smacking itself, sometimes in time with a rhythm, other times
seemingly at random. Around the head of this giant creatures floats and spins and curses a small ball of light, you
determine to be a pixie of some sort.
<</narration>>
<<speech>>
Have you eaten too many rocks, you lunk? Are they in your brain now? Come on! In time, on the beat! NO, NO, NO!
Not like that!
<</speech>>
<<narration>>
She doesn't seem to be very happy with his performance, and he looks to be kind of large and scary. You get the
feeling that maybe being caught here might not be the best thing. You quietly turn around, and silently walk back out
before either the large creature or the small one can see you. You figure those two are best left alone, and decide to
explore what feels like safer areas of the Sybaris Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>>
/* Tiny Troubles Episode */<<if Ember.hasVisitedLocation($pc, "mini-fey-wild-day-1")>>
<<include "sybaris-fete-explore-mini-fey-wild-played">>
<<else>>
<<include "sybaris-fete-explore-mini-fey-wild-new">>
<</if>><<narration>>
You come to what looks like a hall of mirrors, a doorway leading in to the distortions and twists and turns of a
mirrored maze. You walk inside and start to find your way through, but something feels different... something feels
off. As the mirrors seem to distort your size, you feel like you are actually growing bigger, then smaller, and as
you walk further into the maze, you feel everything is getting smaller and smaller. You start breathing hard, having
memories of another time like this, of feeling so small that even a bird became a beast. As you finally stumble out
of the hall of mirrors, you stumble right into what looks like someone's tent, except you are just the size of a mouse.
<</narration>>
<<player-speech>>
Not again! This isn't anywhere near as cool as the Littles made it seem!
<</player-speech>>
<<narration>>
You mutter to yourself as you try to turn and find your way back into the hall of mirrors, hoping that traversing it in
reverse might undo this condition. But, as you turn to where the door you stumbled out of should have been, you find
nothing. With a sigh, you start looking around, starting to panic a little.<br/>
Memories of the last time you shrank down unexpectedly play in your mind. The basket, the bird, the nest, the green
goo... As if summoned by your thoughts, a big red bird appears in the tent. You aren't much of an ornithologist, but
you think this might even be the same bird you remember from last time you were a diminutive stature. You wave your
arms in the air to try to get its attention, and it seems to work!<br/>
The bird soars down to you, and before you know it, she has caught you up in her claws and is carrying you out of the
tent, away to places unknown.<br/>
These places rapidly become known. It seems she has moved on, and has a new nest, here in the Sybaris Fete,
overlooking a gentle river running through the Fete. She drops you off in her nest, and you are reacquainted with her
brood of small hatchlings. They are so excited to see you have returned they all maddeningly come over to greet you,
squawking and chirping and squeaking. As you are getting reacquainted with her brood, she flies off again.
<</narration>>
<<player-speech>>
Wait! Come back! I want to get out of here!
<</player-speech>>
<<narration>>
You call after her, but to no avail. She is gone. You decide there is nothing to be done, after looking over the edge
and realizing you REALLY don't want to try getting down on your own. So, you settle down with the hatchlings, and
drift off to sleep for a little while.<br/>
You are woken up when the mother bird comes back, and starts to feed her babies, and you, with more of the lovely green
goo you so fondly remember from your last visit to her nest. Again, you try dodging out of the way, but you get
spattered with the green slime, and you start to tingle. The mother bird finishes feeding her hatchlings, and if as
on cue, she picks you up, and flies you out over the river and drops you.<br/>
With a splash and a shout, you land in the river, sputtering. You are certain you are going to drown... only to put
your feet down, and realize you have returned to your regular size, and what you thought was a river, is just a small
creek wending its way through the Fete. You cough up a little water, shake yourself off, and climb out of the creek.
This is the LAST time you ever want to be shrunken! No more, you decide to yourself. As your clothes start to dry in
the sun of the day, you wander back into the busy streets of the Sybaris Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</narration>><<narration>>
You come to what looks like a hall of mirrors, a doorway leading in to the distortions and twists and turns of a
mirrored maze. You walk inside and start to find your way through, but something feels different... something feels
off. As the mirrors seem to distort your size, you feel like you are actually growing bigger, then smaller, and as
you walk further into the maze, you feel everything is getting smaller and smaller. As you finally stumble out
of the hall of mirrors, you stumble right into what looks like someone's tent, except you are just the size of a mouse.
<</narration>>
<<player-speech>>
What is happening? Am I... small?
<</player-speech>>
<<narration>>
You ask yourself as you look at your hands and feet. To yourself, you seem like you are the same size, but everything
around you seems massive! You quickly turn around, hoping to find the door you came out of and return the way you
came, but it has vanished! Luckily the rug you are standing on is a tight weave, and you are in no danger of slipping
through. You start to make your way across the carpet, trying to see if there is some way out of this. You marvel at
the table leg and the chairs, everything seems like giant structures to you.<br/>
Suddenly, you hear what sounds like a thunderous wind, only to look up and see a bright red bird flying down at you.
You duck and try to avoid it, but just aren't quite fast enough. The bird grabs you in her claws, and carries you off
to places unknown.<br/>
These places rapidly become known. It seems she has a nest here in the Sybaris Fete, overlooking a gentle river
running through the Fete. She drops you off in her nest, and you are swarmed by her brood of small hatchlings.
They are chirping and squawking and cheeping all around you. You aren't sure if they want to eat you or play with you.
As you are trying to fend off the flock of feathered baby fiends, the mother bird flies off.
<</narration>>
<<player-speech>>
Hey, wait a second! Don't leave me here with these... these... animals?!
<</player-speech>>
<<narration>>
You shout after the mother bird as she flies away, but alas, she is too far, and after looking over the edge, you know
you aren't getting down from here on your own. You return to the flock of hatchlings and decide you will at least try
to be productive and see if you can teach these little things to be useful.
<</narration>>
<<player-speech>>
Come here, little ones... Does anyone know what a Chocobo is?
<</player-speech>>
<<narration>>
You ask them rhetorically, as you wonder if you can teach them to act as mounts for you before their mother comes back.
A while later, after many unsuccessful attempts to ride these little monsters, even trying to hum the Chocobo tune to
no avail, you have given up, and they have all fallen asleep. You are about to drift off too, when they all shoot
awake and start running around the nest making noise.
<</narration>>
<<player-speech>>
What in the world is going on,
<</player-speech>>
<<narration>>
You start to ask as the mother bird wings to the edge of the nest and starts to feed her babies, and you, what looks
like green goo. You try to dodge it, but can't help getting covered in the stuff.<br/>
With remorse, you call out,
<</narration>>
<<player-speech>>
I've been slimed!
<</player-speech>>
<<narration>>
You stand there dejectedly, covered in a green film. Just then, the mother finishes feeding her birds, and decides it
is time to clean house... nest, and picks you up and soars away. As she flies over the river, she drops you. You
plummet through the air screaming in a very undignified manner. As you splash into the river, you are SURE that you
won't survive this.<br/>
Only to put your feet down, and discover you are back to normal size, and the river is just a small stream running
through the Fete. One good thing about being dropped in it, it has at least washed away all the green slime.<br/>
You pull yourself out onto the bank and just lay there for a bit, letting the sun warm and dry you. As your clothes
finally start to dry, you get up and decide to continue on with your exploration of the Fete.<br/>
[[Continue...|sybaris-fete-explore-intro]]
<</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.<br/>
[[Continue...|sybaris-fete-pantomime-closing-waiting-listening]]
<</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/>
They 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!<br/>
[[Attack!|sybaris-fete-summer-sprits-attack-wardens]]
<</narration>><<image-small "Thugs_in_Combat.png" "A winged sprite with a thorned whip clashing with a spiky ice warden." "right">>
<<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($pc, -_pendantDamage)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<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>>
<<if Ember.getWeaponStyle($pc.weapon) is "ranged">>And you take aim with your <<print Ember.getItemNarrationName($pc.weapon)>>!<<else>>And you raise your <<print Ember.getItemNarrationName($pc.weapon)>> to strike!<</if>>
[[Attack!|sybaris-fete-summer-attack-sprites-after-remove]]
<</narration>><<set _combatFriendlies = [$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 $combat = null>>
<<include "Combat">><<narration>>
The corpses of the Sprites lie strewn at your feet. Their bent and torn wings seem a desecration.<br/>
No sooner have the sounds of your fracas faded, than a great horned figure appears in front of you in a swirl of wind
and light.<br/>
Unlike your last meeting, Bacchus now towers above you ominously, heavy with ire.
<</narration>>
<<speech 2>>
You have violated the sacred law of the guests of the Sybaris Fete, mortal. By rights I should kill you, but I will
stay my hand. You are instead banished forthwith and forever more.
<</speech>>
<<narration>>
And with that, he lifts you by the front of your robe and hurls you bodily through the air.<br/>
Once again, you find yourself falling and falling across a foreign sky, eyes burning, lungs screaming, as the tent and
lights of the Fete below hurtle past. You land beyond the outskirts, the light of the Fete just visible between the
distant trees.<br/>
That went well...<br/>
<<link "Continue..." "sybaris-fete-summer-meet-winter-wardens">>
<<run Ember.adjustHp($pc, -(Ember.rollD8() + Ember.rollD8()))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<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>><<image-small "Thugs_in_Combat.png" "A winged sprite with a thorned whip clashing with a spiky ice warden." "right">>
<<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>>
<<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/>
They 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!<br/>
[[Attack!|sybaris-fete-sprites-attack-winter-wardens]]
<</narration>><<image-small "Thugs_in_Combat.png" "A winged sprite with a thorned whip clashing with a spiky ice warden." "right">>
<<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>><<image-small "Thugs_in_Combat.png" "A winged sprite with a thorned whip clashing with a spiky ice warden." "right">>
<<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 $combat = null>>
<<include "Combat">><<run Ember.updateCourtFavor($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 Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
You take _pendantDamage points of damage.<br/>
You tear the chain from your wrist despite the pain, and throw it to the ground. The eyes of the Winter wardens
grow wide with fear...
<</narration>>
<<speech>>
Mercy, mortal! It was not us! The Mother Morana instructed us to give it to you! We had no knowledge of the effect!
<</speech>>
<<narration>>
They begin to back away in haste as you advance menacingly.
<</narration>>
<<player-speech>>
I do not take kindly to coercion, Agents of Winter...
<</player-speech>>
<<narration>>
<<if Ember.getWeaponStyle($pc.weapon) is "ranged">>And you take aim with your <<print Ember.getItemNarrationName($pc.weapon)>>!<<else>>And you raise your <<print Ember.getItemNarrationName($pc.weapon)>> to strike!<</if>>
<</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 $combat = null>>
<<include "Combat">><<narration>>
The chain digs deeper and deeper still, until it cuts into your very flesh. You give up attempting to remove the
pendant, and as the chain relaxes its grip you affix the two angular Winter Fey with a cold stare.
<</narration>>
<<player-speech>>
I will not forget this. You have made an enemy of me, Winter Wardens.
<</player-speech>>
<<narration>>
Their mouths twist into a smirk as they reply,
<</narration>>
<<speech>>
Kill not the messenger, mortal. It would not alter the fall of the snow one whit either way. We live and breathe
by the mercy of the Mother. Your good opinion does not trouble us.
<</speech>>
<<prompt>>
[[Attack!|sybaris-fete-ceased-remove-pendant-fight]]
<</prompt>><<image-small "Thugs_in_Combat.png" "A winged sprite with a thorned whip clashing with a spiky ice warden." "right">>
<<set _combatFriendlies = [$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
<<if Ember.getWeaponStyle($pc.weapon) is "ranged">>your shots have shattered them<<elseif Ember.getWeaponStyle($pc.weapon) is "blunt">>you have smashed them<<else>>you have cloven them<</if>>, the ice lies in chunks that melt into the ground.<br/>
No sooner has <<if Ember.getWeaponStyle($pc.weapon) is "ranged">>the crack of your shots on ice<<elseif Ember.getWeaponStyle($pc.weapon) is "blunt">>the crack of your <<print Ember.getItemNarrationName($pc.weapon)>> on ice<<else>>the ring of your <<print Ember.getItemNarrationName($pc.weapon)>> on ice<</if>> 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 2>>
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($pc, -(Ember.rollD8() + Ember.rollD8()))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<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-continue-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>><<image-small "Thugs_in_Combat.png" "A winged sprite with a thorned whip clashing with a spiky ice warden." "right">>
<<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/>
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 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($pc, "winter", -2)>>
<</link>>
<</prompt>><<image-small "Thugs_in_Combat.png" "A winged sprite with a thorned whip clashing with a spiky ice warden." "right">>
<<set _combatFriendlies = [$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 $combat = null>>
<<include "Combat">><<narration>>
The corpses of the Winter Wardens lie shattered at your feet. They appear to have been made of living ice, and where
<<if Ember.getWeaponStyle($pc.weapon) is "ranged">>your shots have shattered them<<elseif Ember.getWeaponStyle($pc.weapon) is "blunt">>you have smashed them<<else>>you have cloven them<</if>>, 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>><<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 of 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 its 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 lying across your outstretched palm.<br/>
Titania cries out,
<</narration>>
<<speech 3>>
NO! NO! STOP! I will give you anything! You can sit on the flowery throne and rule all of 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, joy, and power, for a prize long sought and only now achieved!
<</narration>>
<<speech 4>>
Now all the Fey are bound to me. I will remake this realm in my image, and beautiful things will never fade.
<</speech>>
<<narration>>
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 2>>
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...|feybound-morana-turns-i-am-feybound-winter]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
Morana turns to you.
<</narration>>
<<speech 4>>
I am Feybound to you, and 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 4>>
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 floats 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 selfsame 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 comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 than 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 1>>
It is settled, then! Let us toss a coin into 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: "feybound-coin-lands-fools-face", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-hands", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with the purest glee.
<</narration>>
<<speech 1>>
Come, Titania. I have a small role for you to play in my tale.
<</speech>>
<<narration>>
And he reaches out his hands toward the Summer Queen. Though she twists and turns, she is held by the Bounding
Line, and she begins to shrink downward 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 into her hand.
<</narration>>
<<speech 1>>
Excellent!
<</speech>>
<<narration>>
Says the Fool, as he hangs the little cage from a tassel of his tricorn.
<</narration>>
<<speech 1>>
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 upon the bars of her prison.
<</narration>>
<<speech 1>>
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|feybound-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 when 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...|feybound-returned-noble]]
<<elseif $pc.background is "Soldier">>
[[Continue...|feybound-returned-soldier]]
<<elseif $pc.background is "Servant">>
[[Continue...|feybound-returned-servant]]
<</if>>
<</narration>><<narration>>
You find yourself back in the carriage, the missive for Lord Whatsisface on the seat beside you, and your
<<print Ember.getItemNarrationName($pc.weapon)>> at your side. Your heart is pumping violently, as if you just woke 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|feybound-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 $pc.class, who occasionally wields a
<<print Ember.getItemNarrationName($pc.weapon)>>, but mostly just trades barbs with their $pc.family.adjective
$pc.family.relationship, $pc.family.name.<br/>
It's not much, but it's a living.<br/>
[[The End!|feybound-let-story-now-ended]]
<</narration>><<run Ember.setStoryCompleted($pc)>>
<<run Ember.markPlaythroughCompleted($accountId)>>
<<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 woke 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|feybound-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 woke 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|feybound-years-follow-watch-colors-used-make]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
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|feybound-with-swelling-joy-hope-step-through]]
<</narration>><<narration>>
Bacchus looks at you with long, slow deliberation.
<</narration>>
<<speech 2>>
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|feybound-give-morana-bounding-line]] -or-<br/>
[[Yes. I will make a home for myself here.|feybound-ask-bacchus-to-free-from-oath]]
<</prompt>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 2>>
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 2>>
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 2>>
And what will you do, $pc.name? Where would you turn to make a new home for yourself?
<</speech>>
<<narration>>
But before you can speak, the Fool comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 travels through the crowd, and the Fool gives a comical bow to all assembled before
clapping his paws.
<</narration>>
<<speech 1>>
It is settled, then! Let us toss a coin into 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: "feybound-coin-lands-fools-face-2", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-hands-2", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with the purest glee.
<</narration>>
<<speech 1>>
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 1>>
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 tulle front of the Fool's hat, you can see the stage and the audience ranged in rows
beyond it. You could be comfortable here - you step through the door and settle yourself in front of the tulle window.<br/>
You hear the Fool say beneath you,
<</narration>>
<<speech 1>>
And now, I must surrender the stage once more. I believe the curtain calls.
<</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...|feybound-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!|feybound-let-story-now-ended]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
The place between the Queens' 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 2>>
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 2>>
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...|feybound-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 their 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!|feybound-let-story-now-ended]]
<</narration>><<narration>>
Bacchus looks at you with long, slow deliberation.
<</narration>>
<<speech 2>>
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, interrupts,
<</narration>>
<<speech 4>>
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>>
<<player-speech>>
And what of the colors of my world?
<</player-speech>>
<<speech 4>>
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|feybound-give-morana-bounding-line]] -or-<br/>
[[I cannot surrender the Bounding Line to you, Mother Morana|feybound-cannot-surrender-bounding-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 2>>
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 flows around you, you feel the pain once again split your head in two. You fall
to your hands and knees and retch repeatedly. You see your hands and 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 them, 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...|feybound-a-heros-death-but-good]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<speech 1>>
The hero's death - I cannot but applaud. If a fool must die, let it be for being right at least! Well, before you
depart 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! On one side is my fine face, and on the other, 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 so, 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 into the air.
<</narration>>
<<set _binaryChoiceHeader to "Toss the coin — which face lands up?">>
<<set _binaryChoiceOptionA to { label: "The Fool's face", passage: "feybound-heros-death-fools-face", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-heros-death-queens-hands", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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...|feybound-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 you 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 are at least
some compensations to being bound up in the affairs of Fairies and Fools.<br/>
[[The End!|feybound-let-story-now-ended]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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...|feybound-fool-perches-on-high-hill-where]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
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 are at least some compensations to being bound up in the affairs of Fairies and Fools.<br/>
[[The End!|feybound-let-story-now-ended]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
But before you can react, the Fool bounds from his seat with a whoop of delight.
<</narration>>
<<speech 1>>
Oh, this pays for ALL! The spiders 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 1>>
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 unravelling! (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!|feybound-unbind-morana-bounding-lines-conditions]] -or-<br/>
[[Unbind and give Titania the Bounding Line, with conditions!|feybound-unbind-titania-with-conditions]] -or-<br/>
[[Give Bounding Line to Bacchus!|feybound-give-bounding-line-to-bacchus-2]] -or-<br/>
[[Keep the Bounding Line for yourself!|feybound-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 of 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 its 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 one of triumph and delight.
<</narration>>
<<speech 4>>
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 colors' 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 3>>
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, replacing it with 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...|feybound-morana-takes-bounding-line-from-hand]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
Morana takes the Bounding Line from your hand. A true smile spreads across her face, a smile of triumph, joy, and
power, for a prize long sought and only now achieved!
<</narration>>
<<speech 4>>
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's wrath undoubtedly keeps them in check.<br/>
Morana, meanwhile, turns to you.
<</narration>>
<<speech 4>>
I am Feybound to you, and 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 4>>
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 floats 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 selfsame 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 comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 than 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 1>>
It is settled, then! Let us toss a coin into 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: "feybound-coin-lands-fools-face-3", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-face-3", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with the purest glee.
<</narration>>
<<speech 1>>
Come, Titania. I have a small role for you to play in my tale.
<</speech>>
<<narration>>
And he reaches out his hands toward the Summer Queen. Though she twists and turns, she is held by the Bounding
Line, and she begins to shrink downward 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 into her hand.
<</narration>>
<<speech 1>>
Excellent!
<</speech>>
<<narration>>
Says the Fool, as he hangs the little cage from a tassel of his tricorn.
<</narration>>
<<speech 1>>
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 upon the bars of her prison.
<</narration>>
<<speech 1>>
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|feybound-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 when 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...|feybound-returned-noble-2]]
<<elseif $pc.background is "Soldier">>
[[Continue...|feybound-returned-soldier-2]]
<<elseif $pc.background is "Servant">>
[[Continue...|feybound-returned-servant-2]]
<</if>>
<</narration>><<narration>>
You find yourself back in the carriage, the missive for Lord Whatsisface on the seat beside you, and your
<<print Ember.getItemNarrationName($pc.weapon)>> at your side. Your heart is pumping violently, as if you just woke 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|feybound-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 they're worth.<br/>
You're just a $pc.background $pc.class, who occasionally wields <<print Ember.getItemNarrationName($pc.weapon)>>, but mostly
just trades barbs with their $pc.family.adjective $pc.family.relationship, $pc.family.name.<br/>
It's a quiet, happily ever after, and you are well content.<br/>
[[The End!|feybound-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 woke 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|feybound-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 woke 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|feybound-years-follow-world-seems-return-way]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
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|feybound-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 should continue, and that 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 its 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 3>>
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 colors' 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 4>>
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>>
<<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 your own fate 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...|feybound-titania-snatches-bounding-line-from-hand]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 3>>
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's wrath undoubtedly keeps them in check.<br/>
Titania, meanwhile, turns to you.
<</narration>>
<<speech 3>>
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
floats to the stage's center. She looks to Morana and, in response to the Winter Queen's stony glare, says,
<</narration>>
<<speech 3>>
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 flower already there. Their
light swirls and extends, opening a door arched with intertwined vines and icy tendrils. Through it, you can see the selfsame 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 comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 than 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 1>>
It is settled, then! Let us toss a coin into 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: "feybound-coin-lands-fools-face-4", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-hands-4", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with the purest glee.
<</narration>>
<<speech 1>>
Come, Morana. I have a small role for you to play in my tale.
<</speech>>
<<narration>>
And he reaches out his hands toward the Winter Queen. Though she twists and turns, she is held by the Bounding
Line, and she begins to shrink downward 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 Morana and back into her hand.
<</narration>>
<<speech 1>>
Excellent!
<</speech>>
<<narration>>
Says the Fool, as he hangs the little cage from a tassel of his tricorn.
<</narration>>
<<speech 1>>
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 1>>
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|feybound-with-swelling-joy-hope-step-through-2]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 1>>
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|feybound-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 that they
are blind to all others. The just course is for them to 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 = "feybound-give-bounding-line-to-bacchus-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "feybound-give-bounding-line-to-bacchus-2-success">>
<<elseif _totalResult lt _dc>>
<<goto "feybound-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 enemies of these two great queens. Is this truly your will?
<</speech>>
<<player-speech>>
[[Yes. I will make a home for myself here.|feybound-ask-bacchus-to-free-from-oath]]
<</player-speech>><<narration>>
Bacchus looks at you with long, slow deliberation.
<</narration>>
<<speech 2>>
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.|feybound-unbind-morana-bounding-lines-conditions]] -or-<br/>
[[Unbind and give Titania the Bounding Line, with conditions.|feybound-unbind-titania-with-conditions]] -or-<br/>
[[Keep the Bounding Line for yourself.|feybound-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 2>>
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 2>>
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 as 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...|feybound-new-arch-fey-keeper]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
Once the crowd settles, Bacchus raises his great hands for quiet.
<</narration>>
<<speech 2>>
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 comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 the 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 than 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 1>>
It is settled, then! Let us toss a coin into 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: "feybound-coin-lands-fools-face-6", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-hands-6", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with the purest glee.
<</narration>>
<<speech 1>>
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 stand 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 1>>
Excellent!
<</speech>>
<<narration>>
Says the Fool, as he hangs each little cage from a tassel of his tricorn.
<</narration>>
<<speech 1>>
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...|feybound-stand-new-ascended-arch-arbiter-feywild]]
<</narration>><<narration>>
You stand, newly 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!|feybound-let-story-now-ended]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 fall 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 1>>
And now I must surrender the stage once more. I believe the curtains call, $pc.name.
<</speech>>
<<narration>>
[[Continue...|feybound-stand-new-ascended-arch-arbiter-feywild]]
<</narration>><<narration>>
You are tired. So tired. Past caring for this world and its 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 3>>
NO! NO! STOP!
<</speech>>
<<narration>>
Titania cries out, realizing that her clever plot to turn the situation to her favor has left her bound by her nemesis.
<</narration>>
<<speech 3>>
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 4>>
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...|feybound-morana-turns-i-will-do-i]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
Morana turns to you.
<</narration>>
<<speech 4>>
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 4>>
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 floats 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 comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 1>>
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: "feybound-coin-lands-fools-face", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-hands", image: "Coin_tails.png" }>>
<<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 that they
are blind to all others. The just course is for them to 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 = "feybound-give-bounding-line-to-bacchus-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "feybound-give-bounding-line-to-bacchus-2-success">>
<<elseif _totalResult lt _dc>>
<<goto "feybound-give-bounding-line-to-bacchus-2-failure">>
<</if>><<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 4>>
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 3>>
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 servants of Summer in the crowd.<br/>
[[Continue...|feybound-titania-turns-our-little-scheme-worked]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
Titania turns to you.
<</narration>>
<<speech 3>>
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
floats to the stage's center. She looks to Morana with a smirk and says,
<</narration>>
<<speech 3>>
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 comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 1>>
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: "feybound-coin-lands-fools-face-5", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-hands-5", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
My face, my fate!
<</speech>>
<<narration>>
And he laughs with the purest glee.
<</narration>>
<<speech 1>>
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 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 into her hand.
<</narration>>
<<speech 1>>
Excellent!
<</speech>>
<<narration>>
Says the Fool, as he hangs the little cage from a tassel of his tricorn.
<</narration>>
<<speech 1>>
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 1>>
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|feybound-with-swelling-joy-hope-step-through]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
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 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 1>>
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|feybound-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 so 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 flows 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...|feybound-a-heros-death-but-good]]
<</narration>><<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 abandonment - things would die just because you and your followers
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 2>>
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 flows around you, you feel the pain once again split your head in two. You
fall to your 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 on 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...|feybound-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 should continue, and that 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 its 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 toward 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 4>>
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. As it uncoils from her body, it lashes out with fluid grace
and traps Morana before she can react at all!<br/>
Titania laughs a high, frenzied laugh.
<</narration>>
<<speech 3>>
Oh dear, mother - I think $pc.name has seen my heart, and loved it more than yours. All your dogmatic little ramblings,
and your prettiest little snowflakes, and this little child from elsewhere spits in your face. How I do love being
right! And with an audience too!<br/>
Now all the Fey are bound to me! We will make beautiful things forever, and never be bound by dear Mother
Morana again!
<</speech>>
<<narration>>
And even as she says the words, flowers and vines spill from her hands along the Bounding Line and across the ground,
covering by slow degrees every unmoving thing in the great amphitheatre.<br/>
You hear the outraged gasp of the denizens of Winter, who have attended in great number, and the beginnings of angry
shifting in the crowd.<br/>
Bacchus steps forward, and his voice booms again - louder and more commanding this time,
<</narration>>
<<speech 2>>
MY FETE IS NEUTRAL GROUND! WHILE I LIVE, NONE WILL BREAK THE PACT OF PEACE HERE, NO MATTER WHETHER SUMMER OR WINTER
RULES! THE TIME FOR DAGGERS IN THE DARK CORNERS IS LONG PAST! SIT AND BE SILENT!
<</speech>>
<<narration>>
And whether because of the fear and respect he commands, or because of some magic that is his to command, the crowds
fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|feybound-titania-turns-our-little-scheme-worked]]
<</narration>>/* Styled as the Deathscape from the Awaken Online series — see deathscape.css. */
<div class="system-notice">
<div class="system-notice-title">System Message</div>
<div class="system-notice-message">You Have Died.</div>
<div class="system-notice-detail">Thank you for playing Feybound Online</div>
<div class="system-notice-footnote">Extra geek points if you know this reference... (AO)</div>
[[The End!|feybound-let-story-now-ended]]
</div><<run Ember.longRest($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/>
Your fairy guides speak to you little and respond to your questions in half-meaningless babble, often seeming to
forget your question partway through their answer. The sun might shine a certain way, or a leaf or flower might drift
into their line of sight, and all thought of your conversation is suddenly erased. As you watch them, you wonder how
they are held to any purpose at all. In time, as the journey begins to dull to monotony, you feel the weight of your
loneliness. 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 now 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 from 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...|summer-court-patterns-vistas-change-once-color-competed]]
<</narration>><<narration>>
By and by, the patterns of these vistas change. Where once every color competed for your eye's attention, you now see
that brighter and warmer shades prevail. Reds, pinks, and yellows overtake and dominate blues and whites, and darkness
dissipates by degrees into light. Like much in this place, the beautiful flirts with the garish.<br/>
You can tell that you and your party have been walking day-ward and summer-ward by Feywild reckoning: the ambient light
grows, and the air takes on a pleasant warmth. Your guides are unaffected, but you find yourself shedding clothing as
much as you're able and sweating in the increasing heat.<br/>
In time, you crest a hill, and the majesty of a kingdom of beautiful, chaotic growth is revealed. You are certain that
what stretches before you 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, stack, and intertwine, rising upward
and outward and around and through one another. Living grows from dying. Vibrant color crowds upon itself. Life and
motion overflow in every corner. You are overwhelmed and dazzled by it...<br/>
The Vernal Sprites streak towards this metropolis with obvious delight. They reach the outskirts and immediately begin
a ceaseless motion and chatter with the denizens below.<br/>
[[Continue...|summer-court-enter-riotous-scene-great-fronds-dip]]
<</narration>><<narration>>
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, sometimes tasting, or just watching. Some zip back and forth in tumblesome, unending play.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-enter-riotous-scene-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-hundreds-creatures-barely-tell-whether">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-failure-hundreds-creatures-barely-tell-whether">>
<</if>><<narration>>
There are hundreds of creatures here, and you can barely tell whether any one of them is sentient or not. The curious
creatures follow you, touching and engaging with you. Fairies in particular swarm about you, then flit away a mere
moment later, calling you weird names like "Thread-foot" and "Goldie-toes." What odd creatures...<br/>
[[Continue...|summer-court-step-leaf-branch-stem-eventually-find]]
<</narration>><<narration>>
There are hundreds of creatures here, and you can barely tell whether any one of them is sentient or not. Their
attentions are overwhelming, and your curiosity soon turns to exasperation...<br/>
[[Continue...|summer-court-step-leaf-branch-stem-eventually-find]]
<</narration>><<image-medium "HeartOfSpring.png" "Titania on a pink flower throne in a sunlit garden, holding a blossom-topped staff." "center">>
<<narration>>
You step from leaf to branch to stem, and eventually find yourself coming to a clearing: 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 insectoids and fairies
hover and flit on and above you constantly.<br/>
At the center of this 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.<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 an overflowing of 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 3>>
Welcome to the Heart of Summer, you lovely little bee! Come, come! I wish to see what the sun dragged in!
<</speech>>
<<if $pc.courtFavor.summer gt 0>>
[[Continue...|summer-court-summer-court-rating-favorable-positive-integer]]
<<else>>
[[Continue...|summer-court-summer-court-rating-unfavorable-zero-negative]]
<</if>><<speech 3>>
Come! Come and sit! How delicious you are! I could just eat you up!
<</speech>>
<<narration>>
She calls as you approach.<br/>
A seat of delicate petal and stem weaves itself out of the flower beneath you, pushing you to sitting. The seat is
soft as down.<br/>
Titania continues,
<</narration>>
<<speech 3>>
You must be so very tired, little sprout! You are called $pc.name, yes? A little friend of mine at the Fete heard
rumors of your name and your travels, and came back to whisper them in my ear.<br/>
Speaking of which.
<</speech>>
<<narration>>
She says, turning to your fairy escort,
<</narration>>
<<speech 3>>
You little strawberry blooms! You brought me something beautiful! You DO make me feel like a queen!
<</speech>>
<<narration>>
Your guides vibrate and flit about Titania's throne with apparent pleasure at the affirmations. They root about at
the base of the throne, where you now see sweet nectar flowing out like a river and running outwards along the petals.
Many of the beings on this great bloom are partaking with evident relish.<br/>
You turn back to Titania and see that she is watching you with a coquettish smirk on her face.
<</narration>>
<<speech 3>>
Oh, but you smell like a long walk through a wild forest. I love a long walk! You must have tasted so many of the
colors the Fey have to offer! Tell me, what do you think of the Heart of Summer?
<</speech>>
<<narration>>
[[Continue...|summer-court-many-beautiful-things-see-feel-touch]]
<</narration>><<narration>>
You approach and see she is staring at you intently, like a cat who sees a mouse.
<</narration>>
<<speech 3>>
Yes, you smell of cold iron and fear.
<</speech>>
<<narration>>
And she sniffs the air.
<</narration>>
<<speech 3>>
Delicious...
<</speech>>
<<narration>>
She rises from her floral throne and begins pacing around you, watching you all the while.
<</narration>>
<<speech 3>>
You must be so very tired, little rabbit! You are called $pc.name, yes? A little friend of mine at the Fete heard
rumors of your name and your travels, and came back to whisper them in my ear.<br/>
Speaking of which.
<</speech>>
<<narration>>
She turns to your fairy escort,
<</narration>>
<<speech 3>>
You little strawberry blooms! You have done so very well bringing back the bitter bloom to the Heart of Summer! You DO
make me feel like a queen!
<</speech>>
<<narration>>
Your guides vibrate and flit about Titania's throne with apparent pleasure at the affirmations. They root about at
the base of the throne, where you now see sweet nectar flowing out like a river and running outwards along the petals.
Many of the beings on this great bloom are partaking with evident relish.
<</narration>>
<<speech 3>>
Well, rabbit. I have watched you a long while from my home in the Heart of Summer. You have destroyed many a pretty
thing, and stepped on all manner of summer toes on your way here. And here you are: no place you can run, and no hole
to hide in. But perhaps a hole to dig yourself. Perhaps you may yet make something beautiful happen, or perhaps I
should kill you and leave you to rot in the Beneath. I do love making beautiful things happen, so I do hope it's the
first. But if it's the second, I forget distasteful things very quickly.<br/>
Well, rabbit? You have so many things to answer for. What would you say? I would very much like to see if your tongue
has honey or poison on it...
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-summer-court-rating-unfavorable-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-feel-displeasure-coming-off-titania">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-failure-feel-titanias-displeasure-coming-off">>
<</if>><<speech 3>>
There are so very many beautiful things to see and feel and touch and taste amongst the Fey! And you are standing at
the very heart of it all! We are artists here - we gild the dreams of The Sleeping One forever and ever! We all make
and remake, and reform and experience forever and ever! Is it not wondrous? Have you ever seen or felt anything that
equals it? How could you?
<</speech>>
<<prompt>>
How do you respond to Titania?<br/>
Agree with her, truthfully:
<<link "It is breathtaking, My Lady!" "summer-court-agree-truthfully-astonishing-lady-titania-world">>
<<run Ember.updateCourtFavor($pc, "summer", 1)>>
<</link>><br/>
Agree with her, deceitfully:
[[It is indeed, My Lady|summer-court-agree-deceitfully-astonishing-lady-titania-world]]<br/>
Disagree with her:
[[It is pretty in its own way, but to my eyes it is incomplete|summer-court-disagree-titania-many-beautiful-things-queen]]
<</prompt>><<narration>>
You can feel the displeasure coming off of Titania in waves, but you're sure she's also bluffing. If she is truly
the cat, and you are the mouse, you should be dead.<br/>
Why bring you here and not simply kill you? There is some secret concerning you that gives you some sway here!<br/>
[[Continue...|summer-court-titania-turns-stalks-slowly-towards-caught]]
<</narration>><<narration>>
You can feel Titania's displeasure coming off her in waves. You are here on her terms, and you would do well to tread
extremely carefully, as you've obviously angered her about something. You rack your memory, but nothing obvious comes
to mind...<br/>
[[Continue...|summer-court-titania-turns-stalks-slowly-towards-caught]]
<</narration>><<player-speech>>
It is astonishing, Lady Titania! In my world, we have many artists, but we are so limited in our world. We have
nothing like this. How could we?
<</player-speech>>
<<narration>>
Titania laughs and claps her hands.
<</narration>>
<<speech 3>>
Oh, you are sweeter than honeysuckle! We were entrusted with the dream by The Sleeping One at the beginning of
everything, and all the colors you can imagine are ours to keep and to use for making! She has tasked us to make
the dream beautiful. And oh, how many and exquisite are the things we create! You could spend a hundred lives and
still not see the beginning or the end of them! We make them here so they don't flow out and become lost in other
realms...
<</speech>>
<<player-speech>>
What about my home, Titania? Do not the colors belong to my world too?
<</player-speech>>
<<speech 3>>
Oh yes, of course, little rabbit! But not now - that would be for The Sleeping One to decide! Not you and I! We keep
the colors and use them here in the dream, because they're HERS from HER dream! When she wakes up, she may give them
to your world as a gift, but you can't have a gift that hasn't been given yet! That's just stealing! And I can see from
the look of you that you're not a thief! Thieves who steal beautiful things should be burned or sent to rot below!
<</speech>>
<<narration>>
And she gives a light laugh, as if she made a little joke...
<</narration>>
<<speech 3>>
But look at me, buzzing like a bee about my favorite flowers. I am all of a dither getting to show off all the pretties
around me! I've barely just met you, and we must come to know each other so very well if we are to be the best of
friends! I have questions for you, dear little rabbit. Could you answer me these questions three?
<</speech>>
<<narration>>
[[Continue...|summer-court-titanias-questions-know-bounding-line-select]]
<</narration>><<player-speech>>
It is astonishing, Lady Titania! In my world, we have many artists, but we are so limited in our world. We have
nothing like this. How could we?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-agree-deceitfully-astonishing-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-agree-truthfully-astonishing-lady-titania-world">>
<<elseif _totalResult lt _dc>>
<<run Ember.updateCourtFavor($pc, "summer", -1)>>
<<include "summer-court-failure-oh-dear-little-rabbit-youve">>
<</if>><<player-speech>>
You have many beautiful things here, Queen of Summer, but to my eyes, everything here is incomplete.
<</player-speech>>
<<narration>>
Titania giggles at that.
<</narration>>
<<speech 3>>
Oh, you ARE a bold little butterfly. The light from my summer sun is just too bright for you, and you long for your
safe little cocoon. Don't fret yourself. One day you will learn to love this place as much as we all do! What better
company than a Heart full of artists?<br/>
But here I am all of a dither for meeting you, getting to show off all the pretties around me! I've barely just met
you, and we must come to know each other so very well if we are to be the best of friends! I know you speak your mind,
and that is a wonderful quality in a dear friend. I have questions for you, dear little rabbit. Could you answer me
these questions three?
<</speech>>
<<narration>>
[[Continue...|summer-court-titanias-questions-know-bounding-line-select]]
<</narration>><<narration>>
Titania turns and stalks slowly towards you.
<</narration>>
<<speech 3>>
You are caught in my trap, little rabbit, and though you struggle and cry, there is none but me who can set you free.
I have questions, and they are oh so important. Any little lies, and I have a special place I can send you to
die slowly.
<</speech>>
<<narration>>
You realize from a feather-touch on your leg that, as she has spoken, vines have curled up from the flower around you
and wound their way around your legs and torso without your knowing. You begin to writhe and squirm in panic...
<</narration>>
<<speech 3>>
Oh, don't struggle now, little rabbit. The time for that has long passed.
<</speech>>
<<narration>>
Titania's face is now inches from your own, and you feel the vines curl slowly around your throat, cutting off air
until your vision swims in front of you.
<</narration>>
<<speech 3>>
There is only one way out! Answer me these questions three...
<</speech>>
<<narration>>
[[Continue...|summer-court-titanias-questions-know-bounding-line-select-2]]
<</narration>><<set $titaniaAnswers 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 The 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 $titaniaAnswers.boundingLine>>
<<set _questionNextPassage to "summer-court-titanias-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 Mother Morana." }
]>>
<<set _questionAnswerBucket to $titaniaAnswers.purpose>>
<<set _questionNextPassage to "summer-court-titanias-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 $titaniaAnswers.mightiest>>
<<set _questionNextPassage to "summer-court-titanias-questions-result">>
<<include "MultiCheckboxQuestion">>/* PATH SET BY ANSWER COMBINATIONS - the starred answers (1c, 2b, 3a) are the 'right' ones, that tip Titania off that the player knows about the Bounding Line. */
<<set _goodSignalCount to 0>>
<<if $titaniaAnswers.boundingLine.includes("c")>><<set _goodSignalCount += 1>><</if>>
<<if $titaniaAnswers.purpose.includes("b")>><<set _goodSignalCount += 1>><</if>>
<<if $titaniaAnswers.mightiest.includes("a")>><<set _goodSignalCount += 1>><</if>>
<<set _hasGoodSignal to _goodSignalCount gte 2>>
<<set _hasBadFlag to $titaniaAnswers.boundingLine.includes("f") or $titaniaAnswers.purpose.includes("e")>>
<<set _hasDisqualifier to $titaniaAnswers.boundingLine.includes("d") or $titaniaAnswers.boundingLine.includes("e") or $titaniaAnswers.purpose.includes("d") or $titaniaAnswers.mightiest.includes("c") or $titaniaAnswers.mightiest.includes("d")>>
<<set _effectiveGoodSignal to _hasGoodSignal and not _hasDisqualifier>>
<<if _effectiveGoodSignal and not _hasBadFlag>>
<<include "summer-court-something-behind-titanias-eyes-shifts-siren">>
<<elseif not _effectiveGoodSignal and not _hasBadFlag>>
<<include "summer-court-titania-reaches-cups-either-side-face">>
<<elseif _effectiveGoodSignal and _hasBadFlag>>
<<run Ember.setCourtFavor($pc, "summer", -1)>>
<<include "summer-court-reset-summer-court-rating-matter-previous">>
<<else>>
<<run Ember.setCourtFavor($pc, "summer", -1)>>
<<include "summer-court-reset-winter-court-rating-matter-previous">>
<</if>><<speech 3>>
Oh dear, little rabbit. You've gone and fibbed all over our nice new friendship...
<</speech>>
<<narration>>
Her voice is high and light, but there is no mistaking the tone beneath.
<</narration>>
<<if $pc.courtFavor.summer lt 0>>
<<include "summer-court-titania-turns-stalks-slowly-towards-caught">>
<<else>>
<<include "summer-court-failure-oh-dear-rabbit-good-court-score">>
<</if>><<speech>>
I will count it the mistake of a frightened little hare. Don't be afraid, little hare! I wish to be your friend!
<</speech>>
<<narration>>
And she smiles a Cheshire smile at you.
<</narration>>
<<speech 3>>
But here I am all of a dither for meeting you, getting to show off all the pretties around me! I've barely just met
you, and we must come to know each other so very well if we are to be the best of friends! Tell me this, little rabbit...
<</speech>>
<<narration>>
[[Continue...|summer-court-titanias-questions-know-bounding-line-select]]
<</narration>><<set $titaniaAnswers 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 The 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 $titaniaAnswers.boundingLine>>
<<set _questionNextPassage to "summer-court-titanias-questions-hostile-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 Mother Morana." }
]>>
<<set _questionAnswerBucket to $titaniaAnswers.purpose>>
<<set _questionNextPassage to "summer-court-titanias-questions-hostile-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 $titaniaAnswers.mightiest>>
<<set _questionNextPassage to "summer-court-titanias-questions-hostile-result">>
<<include "MultiCheckboxQuestion">>/* PATH SET BY ANSWER COMBINATIONS - the starred answers (1c, 2b, 3a) are the 'right' ones, that tip Titania off that the player knows about the Bounding Line. */
<<set _goodSignalCount to 0>>
<<if $titaniaAnswers.boundingLine.includes("c")>><<set _goodSignalCount += 1>><</if>>
<<if $titaniaAnswers.purpose.includes("b")>><<set _goodSignalCount += 1>><</if>>
<<if $titaniaAnswers.mightiest.includes("a")>><<set _goodSignalCount += 1>><</if>>
<<if _goodSignalCount gte 2>>
<<run Ember.setCourtFavor($pc, "summer", -1)>>
<<include "summer-court-reset-summer-court-rating-matter-previous">>
<<else>>
<<run Ember.setCourtFavor($pc, "summer", -1)>>
<<include "summer-court-reset-winter-court-rating-matter-previous">>
<</if>><<narration>>
Something behind Titania's eyes shifts from Siren to Adversary.
<</narration>>
<<speech 3>>
Oh, we have gone astray! I have been calling you rabbit, but you are a sly fox!
<</speech>>
<<narration>>
She swats your shoulder affectionately.
<</narration>>
<<speech 3>>
Well now, I DEFINITELY wish to call you friend - to call you anything else would make me cry for days!<br/>
Let's you and I make a deal, sly fox! What is it you want more than anything in this whole wide world of the Fey?
Perhaps we can bargain for it, for I wish to have the Bounding Line for my very own!
<</speech>>
<<narration>>
[[Continue...|summer-court-wish-return-home-within-power-titania]]
<</narration>><<narration>>
Titania reaches out and cups either side of your face in her hands.
<</narration>>
<<speech 3>>
Oh, dear little rabbit, you are the best your little world has to offer! You and I shall be the very closest of
friends!<br/>
In fact, let us make a promise! It is the way here in the Fey Realm. I will promise to be your friend while you are
here among us, and you will promise the same! Then we will truly be inseparable, and we will be able to help each
other with no doubts in our little hearts that everything is right between us!
<</speech>>
<<narration>>
And Titania holds her glowing staff out to you in invitation...
<</narration>>
<<prompt>>
How will you respond to Titania?<br/>
<<link "Take the oath with Titania" "summer-court-take-oath-titania-think-moment-reply">>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>><br/>
[[Recite the oath, but withhold your true assent from it|summer-court-recite-oath-withold-true-assent-succeed]]
<</prompt>><<narration>>
Titania skewers you with a shrewd gaze from which you cannot turn away. Her pretense of flighty friendliness has
vanished, and you see for a long minute only cruel, cold calculation in her eyes.<br/>
Finally, she releases you, and you regain your footing, breathing hard.
<</narration>>
<<speech 3>>
I have been calling you rabbit, but you are a sly fox. I can still end you at a whim, and I might yet if the fancy
takes me, but I think I may have a use for you. Perhaps we can bargain for it, for I wish to have the Bounding
Line for my very own.<br/>
What do you wish for, sly fox?
<</speech>>
<<player-speech>>
[[I wish to return home|summer-court-wish-return-home-within-power-send]]
<</player-speech>><<narration>>
Even as your lips form the answers to her questions, the flighty, capricious affectations disappear, and in their
place, the deadly fire of Summer's anger burns. Her smile becomes a contemptuous leer, and her eyes become cold
and calculating.<br/>
She locks eyes with you, and you feel the creeping presence of vines wrapping around your body. You look down, and
the petals of the great flower have shifted aside. Beneath you, you see deep darkness, and a terrible stench of death
and decay wafts up, causing your stomach to heave.
<</narration>>
<<speech 3>>
Did you know, $pc.name, for a brief moment I thought you to be a sly fox, someone I could call an ally? Then, for a
time, I thought you a rabbit I could chase down until I trained it to my purposes. Now I know you are a worm, fit only
for the Beneath. Yet even so, you have your uses, and I am feeling full of generosity today, so I will not abandon you
to the Beneath... yet.<br/>
It is within my power, and my power alone, to send you home, and I know this to be your desire. My realm, and the
interests of the Fey, would be well served by the absence of your meddlings. But there are conditions that must be met
before I can accomplish this. Meet them for me, and I will send you back to your world. You need never see me or this
place again, and my realm will be safe again from your idiocy.
<</speech>>
<<narration>>
The vines around your neck tighten inexorably, and your vision blurs as she continues.
<</narration>>
<<speech 3>>
The first of my conditions is an oath of peace. Follow my words, worm, and I will not kill you. For now...
<</speech>>
<<narration>>
And Titania holds her glowing staff out to you...
<</narration>>
<<prompt>>
How will you respond to Titania?<br/>
<<link "Take the oath with Titania" "summer-court-titania-holds-glowing-floral-staff-hold">>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>><br/>
[[Recite the oath, but withhold your true assent from it|summer-court-recite-oath-withold-true-assent-succeed-2]]
<</prompt>><<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 3>>
I can send you home. It is difficult, but I AM the Summer Queen.
<</speech>>
<<narration>>
And she titters again.
<</narration>>
<<speech 3>>
I will make a deal with you, sly fox, for I can supply what you desire, and you can give me what my heart wants as
well. Let us swear an oath to be always for and never against each other while you are here! It is our way of making
fast friends here in the Fey Realm. Would you like that? I would like it very much!
<</speech>>
<<narration>>
And Titania holds her glowing staff out to you in invitation...
<</narration>>
<<prompt>>
How will you respond to Titania?<br/>
<<link "Take the oath with Titania" "summer-court-take-oath-titania-think-moment-reply-2">>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>><br/>
[[Recite the oath, but withhold your true assent from it|summer-court-recite-oath-withold-true-assent-succeed-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 3>>
Oh, how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
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.
<</joint-speech>>
<<narration>>
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 3>>
OH $pc.name, we are going to be the best of friends, and I promise I shall send you home. It's a difficult thing,
but it can be done!<br/>
Now, let me tell you how you might help me, and along the way we return you to your home...
<</speech>>
<<narration>>
[[Continue...|summer-court-day-come-close-little-rabbit-secret]]<br/>
<</narration>><<set _diceRollCheck_header = "Attempt to recite the oath, but withhold your true assent (Wisdom save)">>
<<set _targetStat = "Wisdom">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-recite-oath-withold-true-assent-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-take-oath-titania-think-moment-reply-3">>
<<elseif _totalResult lt _dc>>
<<run Ember.setCourtFavor($pc, "summer", -1)>>
<<include "summer-court-think-moment-reply-swear-well-nods">>
<</if>><<player-speech>>
I wish to return home. Is that within your power?
<</player-speech>>
<<speech 3>>
I can send you home,
<</speech>>
<<narration>>
Titania confirms.
<</narration>>
<<speech 3>>
It is difficult, but I AM the Summer Queen. I will make a deal with you, sly fox, for I can supply what you desire,
and you can give me what my heart wants as well.<br/>
But I have two conditions. My first is that you and I swear an oath to never seek to harm the other while you walk
amongst the Fey. You and I will both be bound by this. If we cannot be friends, we will at least promise not to
be traitors...<br/>
Come, sly fox. Swear to peace with me. What have you to lose?
<</speech>>
<<narration>>
And Titania holds her glowing staff out to you in invitation...
<</narration>>
<<prompt>>
How will you respond to Titania?<br/>
<<link "Take the oath with Titania" "summer-court-titania-holds-glowing-floral-staff-hold-2">>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>><br/>
[[Recite the oath, but withhold your true assent from it|summer-court-recite-oath-withold-true-assent-succeed-4]]
<</prompt>><<narration>>
Titania holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
By the moon, and by the shining sun,<br/>
by The Sleeping One who dreams the dream,<br/>
this oath I take until my waking's done,<br/>
against the Summer I will make no scheme.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.<br/>
A look of ill-suppressed triumph spreads across Titania's face.
<</narration>>
<<speech 3>>
The pact is sealed. You are bound to peace with us. Be glad, worm. Be glad, and do not test me further.
<</speech>>
<<narration>>
And with that, the vines release, and for a terrible moment, you are falling into the dark abyss she calls the Beneath.
Just before you do, the petals close, and you land in a painful, undignified heap.<br/>
[[Continue...|summer-court-lie-gasping-air-titania-bends-gracefully]]
<</narration>><<set _diceRollCheck_header = "Attempt to recite the oath, but withhold your true assent (Wisdom save)">>
<<set _targetStat = "Wisdom">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-recite-oath-withold-true-assent-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-titania-holds-glowing-floral-staff-hold-3">>
<<elseif _totalResult lt _dc>>
<<run Ember.setCourtFavor($pc, "summer", -1)>>
<<include "summer-court-oh-dear-little-worm-think-let">>
<</if>><<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 3>>
Oh, how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
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.
<</joint-speech>>
<<narration>>
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 3>>
OH $pc.name, we are going to be the best of friends, and I promise I shall send you home. It's a difficult thing,
but it can be done!<br/>
Now, let me tell you how you might help me, and along the way we return you to your home...
<</speech>>
<<narration>>
[[Continue...|summer-court-day-come-close-sly-fox-secret]]
<</narration>><<set _diceRollCheck_header = "Attempt to recite the oath, but withhold your true assent (Wisdom save)">>
<<set _targetStat = "Wisdom">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-recite-oath-withold-true-assent-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-take-oath-titania-withhold-true-assent">>
<<elseif _totalResult lt _dc>>
<<run Ember.setCourtFavor($pc, "summer", -1)>>
<<include "summer-court-think-moment-reply-swear-well-nods-2">>
<</if>><<speech 3>>
Come close, little rabbit! I have a secret for your ears only!
<</speech>>
<<narration>>
And Titania leans close with a conspiratorial seriousness.
<</narration>>
<<speech 3>>
Even with all the power of Summer, I cannot send you back by myself!
<</speech>>
<<narration>>
She looks at you with wide eyes and covers her mouth in mock-shame.
<</narration>>
<<speech 3>>
There, now you know my little secret, and we're really friends!<br/>
There are three elements necessary to open a door back to your world, so you can go home. By a wonderful coincidence,
with those same three things, I will be able to make all the furthest corners of the Fey Realm as beautiful and alive
as my little Heart of Summer is now. And OH, how I wish for that so deeply in my sad little heart! For so long, the
dream of The Sleeping One has been all fighting and freezing, and it's so terrible! But listen to me, I'm all of a
dither!
<</speech>>
<<narration>>
And she giggles girlishly.
<</narration>>
<<speech 3>>
Three things! Yes! The first, (and the prettiest by far) is ME!
<</speech>>
<<narration>>
And at this, she poses and laughs a silvery laugh.
<</narration>>
<<speech 3>>
Yes, if the door is to open, I must be there to make it so.<br/>
The second is a delightful little thing called the Bounding Line. I wondered if you had heard of it, for it is a
wonderful little bit of magic from far back at the beginning, when The Sleeping One began to dream.<br/>
I will tell you another secret: I am the only one in all the Feywild who can bring it forth and give it to you!
<</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 3>>
Here it is! It is such a wonderful shiny thing! And now that you can see it, you can use it to bind up whomever you
can touch, with a magic so strong they will never get away! And if we were not sworn to peace, I would be terribly
silly to give it to you, because you could just bind ME!
<</speech>>
<<narration>>
And she giggles impishly again.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-day-come-close-little-rabbit-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-titania-definitely-revealing-full-extent">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-failure-probably-something-behind-flighty-silliness">>
<</if>><<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 3>>
Oh, how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
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.
<</joint-speech>>
<<narration>>
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 3>>
OH $pc.name, we are going to be the best of friends, and I promise I shall send you home. It's a difficult thing,
but it can be done!<br/>
Now, let me tell you how you might help me, and along the way we return you to your home...
<</speech>>
<<narration>>
By some intuition, you are utterly certain that the oath you just spoke had no binding effect upon you whatsoever.
A useful state of affairs!<br/>
[[Continue...|summer-court-day-come-close-little-rabbit-secret]]<br/>
<</narration>><<narration>>
You think a moment, then reply,
<</narration>>
<<player-speech>>
If you swear to it, then I will as well.
<</player-speech>>
<<narration>>
She nods and claps delightedly, bouncing on her toes like an excited child.
<</narration>>
<<speech>>
Oh, how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
By the moon, and by the shining sun,<br/>
by The Sleeping One who dreams the dream,<br/>
this oath I take until my waking's done,<br/>
against the Summer I will make no scheme.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.
But no sooner is the oath complete than the silvery thread disappears in a shimmering mist.<br/>
Her lips pout, and she dons a reproving look.
<</narration>>
<<speech 3>>
I do not understand you, little rabbit! There is no danger from me. I have told you, the creatures that call this
home are as free as can be, and do what they will when they will it!
<</speech>>
<<narration>>
<<if Ember.isWearingPendant($pc)>>
<<link "Continue..." "summer-court-matter-though-little-rabbit-think-let">>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>>
<<else>>
[[Continue...|summer-court-titania-stamps-foot-frustration-infuriating-thought]]
<</if>>
<</narration>><<narration>>
Titania holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
By the moon, and by the shining sun,<br/>
by The Sleeping One who dreams the dream,<br/>
this oath I take until my waking's done,<br/>
against the Summer I will make no scheme.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.<br/>
A look of ill-suppressed triumph spreads across Titania's face.
<</narration>>
<<speech 3>>
You have taken a first step toward regaining my good opinion, little rabbit.<br/>
Now, let me tell you how we might both achieve our ends...
<</speech>>
<<narration>>
[[Continue...|summer-court-day-titania-pierces-steely-gaze-full]]
<</narration>><<set _diceRollCheck_header = "Attempt to recite the oath, but withhold your true assent (Wisdom save)">>
<<set _targetStat = "Wisdom">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-recite-oath-withold-true-assent-4-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-titania-holds-glowing-floral-staff-hold-4">>
<<elseif _totalResult lt _dc>>
<<run Ember.setCourtFavor($pc, "summer", -1)>>
<<include "summer-court-titania-holds-glowing-floral-staff-hold-5">>
<</if>><<narration>>
As you lie gasping for air, Titania bends down gracefully and brings her face close to yours.
<</narration>>
<<speech 3>>
I did have such high hopes when I heard of your coming. You could have been...interesting. But you are as loutish
and stiff as dear Mother Morana.<br/>
And yet, you may still have your uses, worm. If you listen carefully and do exactly as I tell you, you may yet
wriggle free to the dark dullness you call your home. If not, I will take great pleasure in the squishing sounds
you make when I crush you beneath my foot.<br/>
"There are three elements necessary to open a door back to your world. By a wonderful coincidence, with those same
three things, I will be able to make all the furthest corners of the Fey Realm as beautiful and alive as my little
Heart of Summer is now.<br/>
I am the first. If the door is to open, I must be there to make it so.<br/>
The second is a piece of very old magic called the Bounding Line. I alone amongst all the Fey can bring it forth
and make it visible to whomever I will.
<</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 3>>
I will lend this to you for a time, to accomplish what I will. But be careful, worm. What I gave I can take away
again, and I would be so dreadfully angry if you were to do something as stupid as trying to use it against me or
the Summer. Why, I might just find you and hang you upside down and pull out every hair on your body one by one,
just to hear you scream.
<</speech>>
<<narration>>
[[Continue...|summer-court-give-two-reasons-worm-first-because]]
<</narration>><<narration>>
Titania holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
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.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.<br/>
By some miracle, you are utterly certain that the oath you just spoke had no binding effect upon you whatsoever,
yet this remains unknown to Titania. A useful state of affairs!<br/>
A look of ill-suppressed triumph spreads across her face.
<</narration>>
<<speech 3>>
The pact is sealed. You are bound to peace with us. Be glad, worm. Be glad, and do not test me further.
<</speech>>
<<narration>>
And with that, the vines release, and for a terrible moment, you are falling into the dark abyss she calls the
Beneath. Just before you do, the petals close, and you land in a painful, undignified heap.<br/>
[[Continue...|summer-court-lie-gasping-air-titania-bends-gracefully]]
<</narration>><<speech 3>>
Oh dear, little worm. Did you think I had let you in here without setting the trap already?
<</speech>>
<<narration>>
And with that, she grasps a pendant held on a chain at her neck.<br/>
For a moment, you think nothing has happened. Then suddenly, the beautiful amber pendant by which you were bound by
the Vernal Sprites at the Sybaris Fete so long ago tightens around your wrist with frightening power and burns your
flesh once more.<br/>
Titania's coquettish smile becomes a predator's sneer.
<</narration>>
<<speech 3>>
Do you feel it, worm? The tightening of the promise around your wrist? Did you think the ways of the Fey were like
your own, and that only ropes and oaths would bind? Your life, your choices, the very air you breathe are mine, and
have been from the moment you wore my pendant!
<</speech>>
<<narration>>
You cry out in pain, but the chain tightens implacably until you are writhing and screaming in the vines that
bind you.
<</narration>>
<<speech 3>>
I will give you one final chance to escape the teeth of the trap. You will swear to peace with summer, or I will cut
off your hand, and I will send you to the Beneath to rot slowly and be forgotten. Do you hear me, little rabbit?
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
<<link "Accept her ultimatum" "summer-court-nod-vigorously-desperate-relieve-pain-wrist">>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>><br/>
[[Refuse, no matter the cost|summer-court-behind-encircling-vines-croak-swear-nothing]]
<</prompt>><<speech 3>>
Come close, sly fox! I have a secret for just your foxy ears.
<</speech>>
<<narration>>
Titania leans close with a conspiratorial seriousness.
<</narration>>
<<speech 3>>
Even with all the power of Summer, I cannot send you back by myself!
<</speech>>
<<narration>>
She looks at you with wide eyes and covers her mouth in mock-shame.
<</narration>>
<<speech 3>>There, now you know my little secret, and we're really friends!<br/>
There are three elements needed to open a door back to your world, so you can go home. By a wonderful coincidence,
with those same three things, I will be able to make all the furthest corners of the Fey Realm as beautiful and alive
as my little Heart of Summer is now. And OH, how I wish for that so deeply in my sad little heart! For so long, the
dream of The Sleeping One has been all fighting and freezing, and it's so terrible! But listen to me, I'm all of a
dither!
<</speech>>
<<narration>>
And she giggles girlishly.
<</narration>>
<<speech 3>>
Three things! Yes! The first, (and the prettiest by far) is ME!
<</speech>>
<<narration>>
And at this she laughs a silvery laugh.
<</narration>>
<<speech 3>>
Yes, if the door is to open, I must be there to make it so.<br/>
The second element is the Bounding Line itself! You already know, of course, that you're all bound up with the
Bounding Line, you sly little fox! You've been dragging it all about the Fey Realm, making the most juicy chaos
and turmoil! as you go. What fun!<br/>
I DO have a little bit of power over it - I'm the only one who can make it so you can hold it in your hands and bind
things up with it! You see how much I trust you, my new friend?
<</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 3>>
This is the Bounding Line - now that you can see it, you can use it to bind up whomever you can touch it with. It is
such a wonderful shiny thing! And if we were not sworn to peace, I would be terribly silly to give it to you, because
you could just bind ME!
<</speech>>
<<narration>>
And she giggles impishly again.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-day-come-close-sly-fox-secret-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-titania-definitely-revealing-full-extent-2">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-failure-probably-something-behind-flighty-silliness-2">>
<</if>><<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 3>>
Oh, how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
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.
<</joint-speech>>
<<narration>>
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 3>>
OH $pc.name, we are going to be the best of friends, and I promise I shall send you home. It's a difficult thing,
but it can be done!<br/>
Now, let me tell you how you might help me, and along the way we return you to your home...
<</speech>>
<<narration>>
By some intuition, you are utterly certain that the oath you just spoke had no binding effect upon you whatsoever.
A useful state of affairs!<br/>
[[Continue...|summer-court-day-come-close-sly-fox-secret]]<br/>
<</narration>><<narration>>
You think a moment, then reply,
<</narration>>
<<player-speech>>
If you swear to it, then I will as well.
<</player-speech>>
<<narration>>
She nods and claps delightedly, bouncing on her toes like an excited child.
<</narration>>
<<speech>>
Oh, how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
By the moon, and by the shining sun,<br/>
by The Sleeping One who dreams the dream,<br/>
this oath I take until my waking's done,<br/>
against the summer I will make no scheme.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it. But
no sooner is the oath complete than the silvery thread disappears in a shimmering mist.<br/>
Her lips pout, and she dons a reproving look.
<</narration>>
<<speech>>
I do not understand you, sly fox! There is no danger from me. I have told you, the creatures that call this home are
as free as can be, and do what they will when they will it!
<</speech>>
<<narration>>
<<if Ember.isWearingPendant($pc)>>
<<link "Continue..." "summer-court-oh-dear-sly-fox-turns-youre">>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>>
<<else>>
[[Continue...|summer-court-make-insight-check-lady-titania-dc]]
<</if>>
<</narration>><<narration>>
Titania is definitely not revealing the full extent of the Bounding Line's power. If she alone has power over it,
how is it already wound around your foot? You wonder if you could turn the powers of the Bounding Line to your own
purposes. Perhaps you could even bind Titania herself with it. Hmmm...<br/>
[[Continue...|summer-court-ah-yes-last-little-seed-grow]]
<</narration>><<narration>>
There is probably something behind the flighty silliness that Titania acts out, but she is too hard for you to read...<br/>
[[Continue...|summer-court-ah-yes-last-little-seed-grow]]
<</narration>><<speech 3>>
No matter, though, little rabbit. Did you think I had let you in here without setting a rabbit trap already?
<</speech>>
<<narration>>
And with that, she grasps a pendant held on a chain at her neck.<br/>
For a moment, you think nothing has happened. Then suddenly, the beautiful amber pendant by which you were bound
by the Vernal Sprites at the Sybaris Fete so long ago tightens around your wrist with frightening power and burns
your flesh once more.<br/>
Titania's coquettish smile becomes a predator's sneer.
<</narration>>
<<speech 3>>
Do you feel it, little rabbit? The tightening of the noose? Did you think the ways of the Fey were like your own,
and that only ropes and oaths would bind?
<</speech>>
<<narration>>
You cry out in pain, but the chain tightens implacably until you are writhing on the ground.
<</narration>>
<<speech 3>>
I rather like you, little rabbit, and you can still help me despite all. I will give you one final chance to escape
the teeth of the trap. You will swear to peace with summer, or I will cut off your hand, and I will send you to the
Beneath to rot slowly and be forgotten. Do you hear me, little rabbit?
<</speech>>
<<narration>>
You Nod...
<</narration>>
<div id="summer-court-matter-though-little-rabbit-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-matter-though-little-rabbit-fadein" transition>>
<<include "summer-court-matter-though-little-rabbit-think-let-2">>
<</replace>>
<</timed>><<speech>>
I am so very glad we understand each other. Now we really are friends!
<</speech>>
<<narration>>
She says, and her leer grows wider still.
<</narration>>
<<speech>>
Well, let's try again, shall we?
<</speech>>
<<narration>>
And she recites the oath again, watching you with mocking eyes as you repeat her words.<br/>
When the oath is complete, she nods in cold satisfaction.
<</narration>>
<<speech>>
We are Feybound now, rabbit. I to you, and you to me. I don't think you'll soon forget.
<</speech>>
<<narration>>
Eternal moments later, the chain loosens and the pain abates. Your hand is white and numb, and where the chain
tightens, there is a bleeding cut line.
<</narration>>
<<speech 3>>
I would not tell any more fibs, little rabbit.
<</speech>>
<<narration>>
You nod.<br/>
[[Continue...|summer-court-lie-gasping-air-titania-bends-gracefully]]<br/>
<</narration>><<narration>>
Titania stamps her foot in frustration.
<</narration>>
<<speech 3>>
How infuriating you are! I thought we could be friends, but you are only capable of seeing a hunter in every shadow!
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 3>>
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 know how to make it so. Is this enough for you?
<</speech>>
<<player-speech>>
Very well, but I do not trust you, Summer Queen.
<</player-speech>>
<<narration>>
Titania huffs in irritation.<br/>
[[Continue...|summer-court-oh-dear-little-rabbit-think-fox]]
<</narration>><<narration>>
Titania pierces you with a steely gaze, full of fiendish animus, for a long moment. Then, in a breath, the flighty,
girlish affectations have returned.
<</narration>>
<<speech 3>>
Oh dear, sly little fox! I fear we have begun dancing to different tunes, and so stepped on each other's toes. Let us
begin again, as if we had not fallen out. I will pretend I never had a thought of sending you to die slowly and
painfully in the Beneath, and you can forget that your suspicious little heart ever led you to do and say such terrible
things to me. There is so much we might yet do together, it makes me positively shiver with joy! Why, we may very
well transform the whole Fey Realm into something unimaginably wonderful!<br/>
There are three elements necessary to open a door back to your world, so you can go home. By a wonderful coincidence,
with those same three things, I will be able to make all the furthest corners of the Fey Realm as beautiful and alive
as my little Heart of Summer is now. And OH, how I wish for that so deeply in my sad little heart! For so long, the
dream of The Sleeping One has been all fighting and freezing, and it's so terrible!<br/>
Oh, but listen to me, I'm all of a dither!
<</speech>>
<<narration>>
And she giggles girlishly.
<</narration>>
<<speech 3>>
Three things! Yes! The first thing, (and the prettiest by far) is ME!
<</speech>>
<<narration>>
And at this she laughs a silvery laugh.
<</narration>>
<<speech 3>>
Yes, if the door is to open, I must be there to make it so.<br/>
The second is the Bounding Line itself! You already know, of course, that you're all bound up with it, you sly little
fox! You've been dragging it all about the Fey Realm, making the most juicy chaos and turmoil! as you go. What fun!<br/>
It is so very lucky that you should come to me, for I'm the only one who can actually show the lovely little thing to
you, and make it so you can hold it in your hands and use it to accomplish the tricksiest of magics.
<</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 3>>
This is the Bounding Line - now that you can see it, you can use it for all manner of magical mischief. It is such a
wonderful shiny thing, and with it you can catch the Winter Queen and bind her up so she must come with you! But do
be careful. What I gave I can take away again, and I would be so dreadfully angry if you were to use it wrong. Why, I
might just hang you upside down and pull out every hair on your body one by one, just to hear you make screamy noises!
<</speech>>
<<narration>>
And she giggles impishly again.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-day-titania-pierces-steely-gaze-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-titania-definitely-revealing-full-extent-3">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-failure-probably-something-behind-flighty-silliness-3">>
<</if>><<narration>>
Titania holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
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.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around it and the hands that hold it.<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/>
Meanwhile, a look of ill-suppressed triumph spreads across Titania's face.
<</narration>>
<<speech 3>>
You have taken a first step to regaining my good opinion, little rabbit.<br/>
Now, let me tell you how we might both achieve our ends...<br/>
<</speech>>
<<narration>>
[[Continue...|summer-court-day-titania-pierces-steely-gaze-full]]
<</narration>><<narration>>
Titania holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then:
<</speech>>
<<joint-speech>>
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.
<</joint-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/>
<<if Ember.isWearingPendant($pc)>>
<<link "Continue..." "summer-court-oh-dear-sly-fox-turns-youre">>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>>
<<else>>
[[Continue...|summer-court-titania-stamps-foot-frustration-infuriating-thought-2]]
<</if>>
<</narration>><<speech 3>>
I give you this for two reasons, worm. First, because you have sworn to peace, and there is no risk to me and mine.
If you should succeed, I shall rule, and you will be gone. If you should fail, nothing will have changed, and you
will still be gone. I do love a game where I win no matter who loses.<br/>
Second, because the final element necessary for the opening of the door between worlds is the one I wish you to bind
for me. You will take the Bounding Line, and you will capture Mother Morana, Queen of the Winter.
<</speech>>
<<narration>>
A stunned silence stretches between you. Did she really just ask you to capture a Queen of the Feywild?
<</narration>>
<<speech 3>>
If you wish to return home, her presence, bound by the Bounding Line, is my price. You will capture her, and you will
bring her to me at the Sybaris Fete. Then you will give me the Bounding Line, and I will open your precious door for
you. I rule, and you disappear. Everybody wins...or you die, and I win...
<</speech>>
<<narration>>
[[Continue...|summer-court-tell-plan-enchantingly-eager-believe-ive]]
<</narration>><<narration>>
You nod vigorously, desperate to relieve the pain in your wrist and the tightening of the vine around your throat.
<</narration>>
<<speech 3>>
I am so very glad we understand each other. Now we really are friends!
<</speech>>
<<narration>>
She says, and her leer grows wider still.
<</narration>>
<<speech 3>>
Well, let's try again, shall we?
<</speech>>
<<narration>>
And she recites the oath again, watching you with mocking eyes as you repeat her words.<br/>
When the oath is complete, she nods in cold satisfaction.
<</narration>>
<<speech 3>>
We are Feybound now, worm. I to you, and you to me. I don't think you'll soon forget.
<</speech>>
<<narration>>
Eternal moments later, the chain and the vines loosen, and the pain abates. You collapse onto the petals of the
great flower beneath you, cradling your hand. It is white and numb, and where the chain tightens, there is a bleeding
cut line.
<</narration>>
<<speech 3>>
Now, worm. I will tell you what you are going to do. I do suggest you listen.
<</speech>>
<<narration>>
Titania says with a titter...<br/>
[[Continue...|summer-court-lie-gasping-air-titania-bends-gracefully]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
From behind the encircling vines, you croak,
<</narration>>
<<player-speech>>
I will swear to nothing, Titania. You are a queen of smoke and dust that soon fades and is gone, built on rot and
death. I would rather be dead myself than call myself your friend or ally.
<</player-speech>>
<<narration>>
And you spit in her face.<br/>
Titania smirks at that.
<</narration>>
<<speech 3>>
I will arrange that with pleasure.
<</speech>>
<<narration>>
And she gestures with an indifferent flick of her wrist. The petals beneath you open like a great maw as the vines
release you, and you fall into the rank abyss of the Beneath.<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 1>>
Farewell, fool. You are even poorer at it than I. If you should choose to play again, mind who you get bound up
with, and where...
<</speech>>
<<narration>>
And with a wink, he is gone.<br/>
And then, with a sickening crunch, your body finds the ground.<br/>
[[Continue...|feybound-generic-you-died-message]]
<</narration>><<narration>>
Titania is definitely not revealing the full extent of the Bounding Line's power. If she really is just revealing it
to you, and it is now yours to command, you wonder briefly if you could bind Titania herself with it. Hmmm...<br/>
[[Continue...|summer-court-ah-yes-last-little-seed-grow-2]]
<</narration>><<narration>>
There is probably something behind the flighty silliness that Titania acts out, but she is too hard for you to read...<br/>
[[Continue...|summer-court-ah-yes-last-little-seed-grow-2]]
<</narration>><<speech 3>>
Oh dear, sly fox. It turns out you're a little rabbit after all. Did you think I had let you in here without setting
the trap already?
<</speech>>
<<narration>>
And with that, she grasps a pendant held on a chain at her neck.<br/>
For a moment, you think nothing has happened. Then suddenly, the beautiful amber pendant by which you were bound by
the Vernal Sprites at the Sybaris Fete so long ago tightens around your wrist with frightening power and burns your
flesh once more.<br/>
Titania's coquettish smile becomes a predator's sneer.
<</narration>>
<<speech 3>>
Do you feel it, little rabbit? The tightening of the noose? Did you think the ways of the Fey were like your own,
and that only ropes and oaths would bind?
<</speech>>
<<narration>>
You cry out in pain, but the chain tightens implacably until you are writhing on the ground.
<</narration>>
<<speech 3>>
Do you know, I rather like you, little rabbit, and you can still help me despite all. I will give you one final chance
to escape the teeth of the trap. You will swear to peace with summer, or I will cut off your hand, and I will send you
to the Beneath to rot slowly and be forgotten. Do you hear me, little rabbit?
<</speech>>
<<narration>>
You Nod...
<</narration>>
<div id="summer-court-oh-dear-sly-fox-turns-youre-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-oh-dear-sly-fox-turns-youre-fadein" transition>>
<<include "summer-court-oh-dear-sly-fox-turns-youre-2">>
<</replace>>
<</timed>><<speech>>
I am so very glad we understand each other. Now we really are friends!
<</speech>>
<<narration>>
She says, and her leer grows wider still.
<</narration>>
<<speech>>
Well, let's try again, shall we?
<</speech>>
<<narration>>
And she recites the oath again, watching you with mocking eyes as you repeat her words.<br/>
When the oath is complete, she nods in cold satisfaction.
<</narration>>
<<speech>>
We are Feybound now, rabbit. I to you, and you to me. I don't think you'll soon forget.
<</speech>>
<<narration>>
Eternal moments later, the chain loosens and the pain abates. Your hand is white and numb, and where the chain
tightens, there is a bleeding cut line.
<</narration>>
<<speech 3>>
I would not tell any more fibs, little rabbit.
<</speech>>
<<narration>>
You nod.<br/>
[[Continue...|summer-court-day-titania-pierces-steely-gaze-full]]
<</narration>><<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-make-insight-check-lady-titania-dc-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-titanias-eyes-flick-chest-wrist">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-titania-stamps-foot-frustration-infuriating-thought-2">>
<</if>><<speech 3>>
Where was I... ah, yes! The very last little seed to grow a door to your world is the most terribly difficult one of
all to obtain: we will need the help of Mother Morana, Queen of the Winter Court.
<</speech>>
<<narration>>
Titania correctly interprets the stunned silence that follows.
<</narration>>
<<speech 3>>
Oh, you poor dear! I know it seems like an impossible thing! But don't fret your little heart about it. I have a
little scheme that I've been scheming. It's so very devious, but I need your help or it will never come to pass,
and it is so deliciously clever!
<</speech>>
<<narration>>
[[Continue...|summer-court-dear-mother-morana-contradictory-little-creature]]
<</narration>><<speech 3>>
Oh dear, little rabbit. You think yourself a fox, don't you! Do you know what they call a rabbit that thinks itself
a fox?
<</speech>>
<<narration>>
And she smiles a barbed smile.
<</narration>>
<<player-speech>>
Uhh... Hare-y?
<</player-speech>>
<<speech>>
That was a rhetorical question.
<</speech>>
<<narration>>
She says flatly, and she sighs impatiently.
<</narration>>
<<speech>>
You know, I had hoped you could come here and entertain me. I had heard rumors that you were interesting - perhaps the
most interesting creature to crawl across the Fey Realm in a long time. I am so very disappointed. But here we are,
and I suppose even worms can move a little earth.<br/>
I have a plan, little worm, and you are lucky that I have a role for you within it.<br/>
There are three elements necessary to open a door back to your world, so you can go home. By a wonderful coincidence,
with those same three things, I will be able to make all the furthest corners of the Fey Realm as beautiful and alive
as my little Heart of Summer is now. I dearly desire this, and it's the only reason I have not killed you... yet.<br/>
I am the first element. If the door is to open, I must be there to make it so.<br/>
The second is a piece of old magic called the Bounding Line. I wondered if you had heard of it, for it was made far
back at the beginning of the Fey Realm, when The Sleeping One began to dream.<br/>
I am the only one in all the Feywild who can bring it forth and make it visible to whoever I will.
<</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 - now that you can see it, you can use it. But be careful, worm. What I give I can take away
again, and I would be so dreadfully angry if you were to use it incorrectly. Why, I might just hang you upside down
and pull out every hair on your body one by one, just to hear you scream.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-oh-dear-little-rabbit-think-fox-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-titania-definitely-revealing-full-extent-4">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-failure-certain-titania-concealing-something-about">>
<</if>><<narration>>
There is probably something behind the flighty silliness that Titania acts out, but she is too hard for you to
read...<br/>
[[Continue...|summer-court-ah-yes-last-little-seed-grow-3]]
<</narration>><<narration>>
Titania is definitely not revealing the full extent of the Bounding Line's power. If you were already bound up with
it, and she really is just revealing it to you, why could you not turn it to your own purposes? You wonder briefly
if you could bind Titania herself with it. Hmmm...<br/>
[[Continue...|summer-court-ah-yes-last-little-seed-grow-3]]
<</narration>><<narration>>
Titania stamps her foot in frustration.
<</narration>>
<<speech 3>>
How infuriating you are! I thought we could be friends, but you are only capable of seeing a hunter in every shadow!
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 3>>
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. Is this enough for you?
<</speech>>
<<narration>>
[[Continue...|summer-court-day-once-titania-assured-agree-least]]
<</narration>><<player-speech>>
Tell me your plan.
<</player-speech>>
<<speech 3>>
How enchantingly eager you are! I do believe I've put a little bound in your step!
<</speech>>
<<narration>>
She says, half-mockingly.
<</narration>>
<<speech 3>>
My terribly devious little plan is to bait dear Mother Morana until all her wintry calm turns to summer-hot anger!
<</speech>>
<<narration>>
And she giggles.
<</narration>>
<<speech 3>>
At the meridian of the Fey Realm between Spring and Fall, as far duskward as one can travel, there is a magnificent
old tree that is nearly as ancient as The Sleeping One's dream. Dear Morana loves it so very much - I think because
she does love things that don't change, and no-one can recall the tree ever changing at all. It just sits there. It's
terribly BORING!<br/>
I want you to kill it.
<</speech>>
<<narration>>
She says bluntly.
<</narration>>
<<player-speech>>
What? Why? Won't that be dangerous? And how am I going to kill an ancient tree?
<</player-speech>>
<<speech 3>>
OH yes, I'm sure there will be all manner of perils and daring-do for you to navigate. Won't that be fun! And then, of
course, you'll be dragged into her presence so she might have the opportunity to kill you herself for your terrible
blasphemy! And then you can whip out that pretty little thread I gave you, loop it around her, and take her hostage!
Then all you have to do is rendezvous with me, give me the Bounding Line with Dear Mother all bound up nice and tight,
and I'll send you home! And just think: when you've done all that, you'll have a wonderful story to tell... to
someone that isn't me.
<</speech>>
<<player-speech>>
You want me to go kill an ancient tree somehow, in order to enrage the Queen of Winter, so that I MIGHT have a CHANCE
of trying to bind her with the Bounding Line, which you've just given to me? And once I've completed that ludicrous
task, you want me to drag her across the entire Fey landscape back to you, at which point you MIGHT send me home?
<</player-speech>>
<<speech 2>>
Oh, you are so very melodramatic, little worm. You don't have to come ALL the way back here. You will meet me at the
Sybaris Fete! If I am to be crowned Queen of all the Fey, I'm going to do it while looking terribly pretty and clever,
and in front of as many of the Fey as possible!
<</speech>>
<<player-speech>>
And if I say no?
<</player-speech>>
<<narration>>
<<if $pc.feyCourt is "summer">>
[[Continue...|summer-court-oh-dear-sweet-summer-child-adorably]]
<<else>>
[[Continue...|summer-court-needs-more-substance-day-another-roll]]
<</if>>
<</narration>><<speech 3>>
Where was I... ah, yes! The very last little seed to grow a door to your world is the most terribly difficult one of
all to obtain: we will need the help of Mother Morana, Queen of the Winter Court.
<</speech>>
<<narration>>
Titania correctly interprets the stunned silence that follows.
<</narration>>
<<speech 3>>
Oh, you poor dear! I know it seems like an impossible thing! But don't fret your little heart about it. I have a
little scheme that I've been scheming. It's so very devious, but I need your help or it will never come to pass,
and it is so deliciously clever!
<</speech>>
<<narration>>
[[Continue...|summer-court-dear-mother-morana-contradictory-little-creature]]
<</narration>><<narration>>
Titania's eyes flick to your chest, your wrist, and then to your left foot, and her face betrays a fleeting moment
of frustration.<br/>
The outer ebullience and flightiness she projects hide 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 discomfited her to the point that you have broken
through years, even centuries, of narcissistic self-assurance enough that you can see it. You file this intuition away
as useful information.<br/>
[[Continue...|summer-court-titania-stamps-foot-frustration-infuriating-thought-2]]
<</narration>><<speech 3>>
Dear Mother Morana is such a contradictory little creature. She does love beautiful things, and clutches them so very
tight in her motherly little hands. She loathes change, and holds tight to her collection, so that the ones she has
might never decay and never leave her. But in freezing things up and storing them forever, she has forgotten how to
create. She calls herself 'mother,' but she bears no fruit. She is barren in the only way that matters to The Sleeping
One. So very pitiable! So deliciously ironic!<br/>
So she must import the very things in which I traffic - beautiful, wonderful new things!
<</speech>>
<<narration>>
Titania giggles at her own pronouncement.
<</narration>>
<<speech 3>>
Oh, not directly - she would not be caught dead fawning over something I or one of my dear Summer friends created. But
that just means they come to her second-hand. We give of our creations freely to every tinker, bard, and trader that
passes. They transport them across the wilds to the Sybaris Fete, or pass them from one to the other. Some even make
the long trek from here to the Heart of Winter. And once sanitized by this transfer of ownership, Morana accepts them
with great eagerness into her Heart of Winter, where they are admired and loved for the beautiful things they are!
<</speech>>
<<player-speech>>
How do you know all this?
<</player-speech>>
<<speech 3>>
I have my means.
<</speech>>
<<narration>>
Titania replies with a knowing smirk.
<</narration>>
<<speech 3>>
In any case, this will be your means of entry to the courts of dear Mother Morana. You shall make something beautiful,
with the tools I put at your disposal. When your work is complete, you will carry your new creation from here to the
Heart of Winter, and offer it to her as a gift. She is weak and brittle. She will bring you into her presence to
receive it. And that, sly fox, is when you will POUNCE with the Bounding Line and truss her up like a chicken!
<</speech>>
<<player-speech>>
And what do I need to create to gain audience?
<</player-speech>>
<<speech 3>>
Oh, I wouldn't DREAM of making you choose! It is one of the glories of my wonderful Summer kingdom, that creation here
is unfettered! Each is totally free to follow their artistic inspiration in whatever direction it will take them. Look
around you! Is not the fruit of this freedom a delight to your senses?
<</speech>>
<<narration>>
[[Continue...|summer-court-look-around-see-indeed-true-heart]]
<</narration>><<narration>>
Titania is definitely not revealing the full extent of the Bounding Line's power. If she alone has power over it, how
is it already wound around your foot? You wonder if you could turn the powers of the Bounding Line to your own purposes.
Perhaps you could even bind Titania herself with it. Hmmm...<br/>
[[Continue...|summer-court-tell-because-final-element-necessary-opening]]
<</narration>><<narration>>
You are certain Titania is concealing something about all of this, but you haven't the faintest idea what it might
be...<br/>
[[Continue...|summer-court-tell-because-final-element-necessary-opening]]
<</narration>><<speech 3>>
Where was I... ah, yes! The very last little seed to grow a door to your world is the most terribly difficult one of
all to obtain: we will need the help of Mother Morana, Queen of the Winter Court.
<</speech>>
<<narration>>
Titania correctly interprets the stunned silence that follows.
<</narration>>
<<speech 3>>
Oh, you poor dear! I know it seems like an impossible thing! But don't fret your little heart about it. I have a little
scheme that I've been scheming. It's so very devious, but I need your help or it will never come to pass, and it is
so deliciously clever!
<</speech>>
<<narration>>
[[Continue...|summer-court-tell-plan-enchantingly-eager-believe-ive]]
<</narration>><<narration>>
Once Titania is assured that you will agree to at least an uneasy alliance of shared purposes, she recovers some of
her previous flighty affectations.
<</narration>>
<<speech 3>>
Oh dear, sly little fox! I fear we have begun dancing to different tunes, and so stepped on each other's toes. Let us
begin again, as if we had not fallen out. I will pretend I never had a thought of sending you to die slowly and
painfully in the Beneath, and you can forget that your suspicious little heart ever led you to do and say such
terrible things to me. There is so much we might yet do together, it makes me positively shiver with joy! Why, we may
very well transform the whole Fey Realm into something unimaginably wonderful!<br/>
There are three elements needed to open a door back to your world, so you can go home. By a wonderful coincidence,
with those same three things, I will be able to make all the furthest corners of the Fey Realm as beautiful and
alive as my little Heart of Summer is now. And OH, how I wish for that so deeply in my sad little heart! For so long,
the dream of The Sleeping One has been all fighting and freezing, and it's so terrible!<br/>
Oh, but listen to me, I'm all of a dither!
<</speech>>
<<narration>>
And she giggles girlishly.
<</narration>>
<<speech 3>>
Three things! Yes! The first thing, (and the prettiest by far) is ME!
<</speech>>
<<narration>>
And at this she laughs a silvery laugh.
<</narration>>
<<speech 3>>
Yes, if the door is to open, I must be there to make it so.<br/>
The second element is the Bounding Line itself! You already know, of course, that you're all bound up with it, you sly
little fox! You've been dragging it all about the Fey Realm, making the most juicy chaos and turmoil! as you go.
What fun!<br/>
It is so very lucky that you should come to me, for I'm the only one who can actually show the lovely little thing to
you, and make it so you can hold it in your hands and use it to accomplish the tricksiest of magics.
<</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 3>>
This is the Bounding Line - now that you can see it, you can use it for all manner of magical mischief. It is such a
wonderful shiny thing, and with it you can catch the Winter Queen and bind her up so she must come with you! But do be
careful. What I gave I can take away again, and I would be so dreadfully angry if you were to use it wrong. Why, I
might just hang you upside down and pull out every hair on your body one by one, just to hear you make screamy noises!
<</speech>>
<<narration>>
And she giggles impishly again.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-day-once-titania-assured-agree-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-titania-definitely-revealing-full-extent-5">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-failure-probably-something-behind-flighty-silliness-4">>
<</if>><<speech>>
Oh, that would be so very foolish, and a great inconvenience! Then I would have to send some of my pretties to
find you.
<</speech>>
<<narration>>
And she gestures to the varied and strange inhabitants of the Heart of Summer.
<</narration>>
<<speech>>
And they are so very insatiable once they've been put to a task! Have you ever tried to outrun a bumblebee that was
bigger than you are? Because I would just love to arrange it! What fun!
<</speech>>
<<narration>>
You seethe, but there seems to be no way out.
<</narration>>
<<speech>>
Do be a dear and turn that frown upside down, little worm. Nobody likes a sulk!
<</speech>>
<<player-speech>>
Fine. Where is this tree?
<</player-speech>>
<<narration>>
[[Continue...|summer-court-day-soon-stumping-way-through-summer]]
<</narration>><<speech>>
Oh, you dear sweet Summer child! You are adorably slow off the mark! We've sworn an oath of peace with each other! If
you wish to go home, you must deal with me, and I have named my price.
<</speech>>
<<narration>>
She says with an impish smile.
<</narration>>
<<speech>>
I don't much care for haggling, and you don't have anything with which to haggle. I have you in a pretty little bind,
and all that's left to you is to run along and do as you're told.
<</speech>>
<<narration>>
You seethe, but there seems to be no way out.
<</narration>>
<<speech>>
Do be a dear and turn that frown upside down, little worm. Nobody likes a sulk!
<</speech>>
<<player-speech>>
Fine. Where is this tree?
<</player-speech>>
<<narration>>
[[Continue...|summer-court-day-soon-stumping-way-through-summer]]
<</narration>><<narration>>
As you look around, you see that it is indeed true. The Heart of Summer is a monument to creativity. Every surface,
the more you look at it, is a piece of art with depths your eye keeps finding the more you look. The air hides
haunting, beautiful music that swells as you bring your ear to bear on it and changes seamlessly as you even turn
your head. And the smells! You can nearly taste them on your tongue! Neither food nor drink have touched your lips,
but your nose is full of the smell of feast and flower.
<</narration>>
<<player-speech>>
It is a wonder to behold, Lady Titania, but why me? Why something I make and not a creation of one of the masters
of your court?
<</player-speech>>
<<speech 3>>
And rob you of the delights of creation? I wouldn't dream of it! But that isn't all. You are not from the Fey Realm,
and that makes you very unusual. I think that when you create something, it will be very particularly different from
all the delights we make here, because you are entirely foreign to the Fey. Morana has seen every artistry we can
imagine here. But you - you might create something she has never seen before. And if she saw such a thing, her little
mother's heart would crave it ever so much!
<</speech>>
<<narration>>
[[Continue...|summer-court-makes-sense-suppose-oh-good-excited]]
<</narration>><<speech 3>>
I tell you all of this because the final element necessary for the opening of the door between worlds is the one I
wish you to bind for me. You will take the Bounding Line, and you will capture Mother Morana, Queen of the Winter.
<</speech>>
<<narration>>
A stunned silence stretches between you. Did she really just ask you to capture a Queen of the Feywild?
<</narration>>
<<speech 3>>
If you wish to return home, her presence, bound by the Bounding Line, is my price. You will capture her with the
Bounding Line, and you will bring her to me at the Sybaris Fete. Then you will give her to me, bound with the Bounding
Line, and I will open your precious door for you.
<</speech>>
<<narration>>
[[Continue...|summer-court-tell-plan-enchantingly-eager-believe-ive]]
<</narration>><<narration>>
Titania is definitely not revealing the full extent of the Bounding Line's power. If you were already bound up with
it, and she really is just revealing it to you, why could you not turn it to your own purposes? You wonder briefly
if you could bind Titania herself with it. Hmmm...<br/>
[[Continue...|summer-court-ah-yes-last-little-seed-grow-4]]
<</narration>><<narration>>
There is probably something behind the flighty silliness that Titania acts out, but she is too hard for you
to read...<br/>
[[Continue...|summer-court-ah-yes-last-little-seed-grow-4]]
<</narration>><<run Ember.startPoohArc($pc)>>
<<narration>>
You are soon stumping your way through the Summer-noon wilderness, relieved to have the Heart of Summer and its
Machiavellian queen behind you. Her instructions on finding the tree were clear enough: keep the sun over your
right shoulder, and walk until he touches the earth. And so you set off hastily, before you could say one of the
many intemperate things your anger had you thinking.<br/>
The sun sinks in the sky day by day, by slow degrees, and the heat and humidity soften to a pleasant, gentle warmth,
then a quiet, patient cool. Summer greens and bright florals give way to the dry, crackling browns, reds, yellows,
and oranges of a brilliant Autumn. You walk under white Beech Trees that dwarf you by their height and girth. Leaves
float down on and around you constantly, and you find yourself climbing through a maze of roots, some thicker than you
can reach around, some so thin as to be invisible. When you trip, the breeze amongst the limbs and leaves sounds like
a chuckle to your ears.<br/>
As with all places in the Fey, there is no cycle of night and day, so you sleep when you feel tired and wake when you
will. Eventually, the fear, anger, and worry that accompanied your interview with Titania dissipate, and you find
something approximating peace.<br/>
It is not long before you come across a small hovel built into the base of a great dead tree. A little ramshackle
door about half your height is built into it, with a sign overtop reading 'Sr. Edna's Rm'. You approach cautiously and
hear someone or something thumping and moving about inside. You knock gently on the door.<br/>
After a moment, a small, bumblesome sort of voice calls out from within,
<</narration>>
<<speech>>
Who is it? I don't think I was expecting visitors.
<</speech>>
<<player-speech>>
My name is $pc.name. I'm traveling through this forest, and could use a place to rest my feet.
<</player-speech>>
<<narration>>
[[Continue...|summer-court-travelling-gotten-yet-muffled-voice-replies]]
<</narration>><<player-speech>>
That makes sense, I suppose.
<</player-speech>>
<<speech 3>>
OH, good! I am so very excited to see your creation! Do let me in on the secret - what are you going to make???
<</speech>>
<<narration>>
Titania asks excitedly.
<</narration>>
<<prompt>>
What will you choose to create?<br/>
Write a song for Mother Morana (Charisma and Constitution rolls!)<br/>
[[I think I shall write a song - Bring me parchment and paper, and peace and quiet|summer-court-write-song-charm-mother-morana-write]]<br/>
Carve a mighty sculpture to inspire awe in Mother Morana's heart (Wisdom and Strength rolls!)<br/>
[[My hand will sculpt something beautiful to give the Winter Queen|summer-court-carve-mighty-sculpture-inspire-awe-mother]]<br/>
Paint a picture that will bring the Winter Queen joy (Intelligence and Dexterity rolls!)<br/>
[[Bring me canvas, paint, and brushes! I will paint a living picture for her eyes to marvel at|summer-court-paint-picture-bring-winter-queen-joy]]
<</prompt>><<speech 3>>
Where was I... ah, yes! The very last little seed to grow a door to your world is the most terribly difficult one of
all to obtain: we will need the help of Mother Morana, Queen of the Winter Court.
<</speech>>
<<narration>>
Titania correctly interprets the stunned silence that follows.
<</narration>>
<<speech 3>>
Oh, you poor dear! I know it seems like an impossible thing! But don't fret your little heart about it. I have a
little scheme that I've been scheming. It's so very devious, but I need your help or it will never come to pass,
and it is so deliciously clever!
<</speech>>
<<narration>>
[[Continue...|summer-court-tell-plan-enchantingly-eager-believe-ive]]
<</narration>><<speech>>
Where are you traveling to, and have you gotten there yet?
<</speech>>
<<narration>>
The muffled voice replies.
<</narration>>
<<player-speech>>
No, I haven't. I'm seeking out a great old tree, who is supposed to help me get home. In a roundabout way.
<</player-speech>>
<<narration>>
You reply under your breath.
<</narration>>
<<speech>>
Oh! Home! I had one of them once! It was in a place someplace, but I seem to have lost it. Oh, if only I had a little
more brain, I should know where it was, and then it would be here again, rather than there!
<</speech>>
<<narration>>
After a pause, the small voice inquires,
<</narration>>
<<speech>>
Would you happen to have any honey, $pc.name?
<</speech>>
<<player-speech>>
I'm sorry, I don't. Could I come in, though?
<</player-speech>>
<<speech>>
Yes, though if you are big, it might be better if I came out.
<</speech>>
<<narration>>
The little door opens, and a pudgy, threadbare little stuffed bear emerges, about a foot high, and much the worse
for wear.<br/>
The bear looks up at you and smiles.
<</narration>>
<<speech>>
You are much bigger than my house! It is good that I thought to come out, instead of having you in! You might have
gotten stuck...
<</speech>>
<<narration>>
And the little bear trails off suddenly and stares off into the distance...<br/>
After an uncomfortable moment, you gently interrupt.
<</narration>>
<<player-speech>>
What does the sign above your door mean? Do you know who Sr. Edna's Rm. is?
<</player-speech>>
<<speech>>
Oh. That's the name of whoever lived here before, I suppose. Her name must have been Edna, and she was very old,
because she was senior. And Rm. stands for 'Room,' because it was hers. She must have been nice, for she left me
her house. I wish I knew her. It would be very nice to have a friend.
<</speech>>
<<narration>>
[[Continue...|summer-court-look-around-little-poking-head-little]]
<</narration>><<player-speech>>
I will write a song, Lady Titania. I have always had a good voice, and I'm good with the lyre.
<</player-speech>>
<<speech 3>>
Wonderful, little rabbit! My ears can hardly wait to be delighted!
<</speech>>
<<player-speech>>
I will need time and privacy. Is there somewhere here I can find them?
<</player-speech>>
<<narration>>
Titania smiles and leads you to a cool, shaded glen, a little ways off from the great bloom that is the Heart of
Summer, where she leaves you to your creative process.
<</narration>>
<<prompt>>
What kind of song will you write??<br/>
[[A beautiful sad lament about love lost|summer-court-sit-contemplate-audience-mother-morana-servants]]<br/>
[[A cheerful bawdy little ditty about lost pants|summer-court-sit-contemplate-audience-mother-morana-servants-2]]
<</prompt>><<player-speech>>
I will carve a sculpture, Lady Titania. I am good with a hammer and chisel, and I have an eye for stone.
<</player-speech>>
<<speech 3>>
Wonderful, little rabbit! I have just the material for you! We have a beautiful crystal we mine here in the Summer,
beloved of Mother Morana for the way in which it imitates ice. She wouldn't be caught dead admitting it comes from
here, but still she accepts and loves it.
<</speech>>
<<narration>>
Titania says with a snide laugh.
<</narration>>
<<player-speech>>
I will need a place to work, and some time and privacy. Is there somewhere here I can find them?
<</player-speech>>
<<narration>>
Titania smiles and leads you to a cool, shaded glen, where a worktable sits, along with a hammer, chisel, and other
instruments of a stonecutter's arts. On the table sits a small piece of crystal, perfectly transparent, that even
now, in its raw state, catches and refracts the light playfully.<br/>
Titania takes her leave, and you are alone with only your thoughts and the raw block of crystal.
<</narration>>
<<prompt>>
What would you carve as a gift to Mother Morana, Queen of the Winter Court?<br/>
[[A frostbloom rose|summer-court-stare-small-piece-vibrant-crystal-long]]<br/>
[[A windcatcher's frostharp|summer-court-stare-small-piece-vibrant-crystal-long-2]]
<</prompt>><<player-speech>>
I will render a painting, Lady Titania. I have a good eye for color and composition and a steady hand with a brush.
<</player-speech>>
<<speech 3>>
Wonderful, little rabbit! I shall have canvas and paints sent for. We have an endless wealth of dyes and colors
available to you, provided by the endless variety of floral colors that grow here. If your clever little mind can
imagine it, we can provide a color that matches it!
<</speech>>
<<player-speech>>
I will need a place to work, and some time and privacy. Is there somewhere here I can find them?
<</player-speech>>
<<narration>>
Titania smiles and leads you to a cool, shaded glen, where an easel is already set up with a fresh blank canvas,
a variety of differently sized brushes, soft and smooth as rabbit fur, and an impressively extensive array of dyes,
paints, and oils with which you might mix and form colors to your liking.<br/>
Titania takes her leave, and you are alone with only your thoughts and the blank canvas.
<</narration>>
<<prompt>>
What would you paint as a gift to Mother Morana, Queen of the Winter Court?<br/>
[[The anatomy of a single perfect snowflake|summer-court-stare-blank-canvas-thinking-one-receive]]<br/>
[[A starred sky in which the aurora borealis dances|summer-court-stare-blank-canvas-thinking-one-receive-2]]
<</prompt>><<narration>>
You look around a little, poking your head into the little house and walking around the tree as you continue talking
to the confused little bear.
<</narration>>
<<player-speech>>
Surely you have a friend somewhere!
<</player-speech>>
<<narration>>
The little bear looks confused for a moment.
<</narration>>
<<speech>>
I do. Or I did. I think there was one, but then I was alone and everything turned upside down, and then they must
have forgotten me. Or I forgot them, perhaps? It all comes of being a bear of very little brain, and far too much
tummy. Though even my tummy is not so much as it used to be. I think I was waiting for someone to come back. But they
haven't yet, so I haven't stopped waiting. I do hope they come soon.
<</speech>>
<<narration>>
As the little bear mumbles half to himself, you take a moment to inspect his little house.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Investigation">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-look-around-little-poking-head-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordPoohSuccess($pc)>>
<<include "summer-court-poke-head-little-bears-house-see">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-poke-head-little-bears-house-see-2">>
<</if>><<narration>>
You sit and contemplate your audience: Mother Morana and the servants of Winter. You know the great purpose of Winter
is to preserve as much as they can of the beauty of the Fey Realm in ice, so nothing beautiful might be lost.<br/>
Perhaps you could write a song - a lament for a lost love. You loved once - you remember it well, and the heartbreak
when your love was taken away.
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt at writing the lyrics (Charisma)">>
<<set _targetStat = "Charisma">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-sit-contemplate-audience-mother-morana-result-check">>
<<include "OmniDiceRollCheck">><<run Ember.startSummerGift($pc, Ember.SummerGiftType.LAMENT)>>
<<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<include "summer-court-sit-cool-glade-remember-lament-lost">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<include "summer-court-sit-cool-glade-remember-lament-lost-2">>
<</if>><<narration>>
You sit and contemplate your audience: Mother Morana and the servants of Winter. They sound like a dour, cold bunch.
You're certain that if anyone could use cheering up, it would be her!<br/>
You set about composing a song about that time you lost your pants...
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt at writing the lyrics (Charisma)">>
<<set _targetStat = "Charisma">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-sit-contemplate-audience-mother-morana-2-result-check">>
<<include "OmniDiceRollCheck">><<run Ember.startSummerGift($pc, Ember.SummerGiftType.BAWDY_SONG)>>
<<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<include "summer-court-sit-cool-glade-let-inspiration-find">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<include "summer-court-sit-cool-glade-try-bend-mind">>
<</if>><<narration>>
You stare at the small piece of vibrant crystal for a long time, watching the light play inside it and flash across
the surrounding leaves and trees.<br/>
You have some experience with working stone and crystal. You've always found it interesting, and spent some time in
the company of a jeweler in your youth. And the Fey air is leaving you feeling confident and inspired.<br/>
Eventually, you inspect it, running your hands over the whole piece and examining every grain and fissure, searching
for cracks that could become flaws if they run across your chisel lines.
<</narration>>
<<set _diceRollCheck_header = "Roll for your insight into the piece of crystal (Wisdom)">>
<<set _targetStat = "Wisdom">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-stare-small-piece-vibrant-crystal-result-check">>
<<include "OmniDiceRollCheck">><<run Ember.startSummerGift($pc, Ember.SummerGiftType.FROSTBLOOM_ROSE)>>
<<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<include "summer-court-image-potential-locked-within-begins-appear">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<include "summer-court-spend-long-time-examining-crystal-hoping">>
<</if>><<narration>>
You stare at the small piece of vibrant crystal for a long time, thinking and watching the light play inside it and
flash across the surrounding leaves and trees.<br/>
You have some experience with working stone and crystal. You've always found it interesting and spent some time in the
company of a jeweler in your youth. And the Fey air is leaving you feeling confident and inspired.<br/>
Eventually, you inspect it, running your hands over the whole and examining every grain and fissure, finding the cracks
that could be flaws if they run across your chisel lines.
<</narration>>
<<set _diceRollCheck_header = "Roll for your insight into the piece of crystal (Wisdom)">>
<<set _targetStat = "Wisdom">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-stare-small-piece-vibrant-crystal-2-result-check">>
<<include "OmniDiceRollCheck">><<run Ember.startSummerGift($pc, Ember.SummerGiftType.FROSTHARP)>>
<<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<include "summer-court-image-potential-locked-within-begins-appear-2">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<include "summer-court-spend-long-time-examining-crystal-hoping-2">>
<</if>><<narration>>
You stare at the blank canvas, thinking of the one who is to receive your gift. You know so little of Mother Morana,
save what Titania has told you. She loves order, immutability, and perfection. Her deepest desire is to preserve
beautiful things. She despises change and instability. An idea forms in your mind.<br/>
For a queen who loves perfection, what better subject than nature's most geometrically perfect design, formed
effortlessly by the millions and bestowed lavishly on the cold ground? Proof to her mind, you're sure, that
perfection is a feature of the smallest fragments of the Fey Realm. You will paint the Anatomy of a Snowflake.<br/>
You will defy the soft lines and vagueness that often define the arts of the canvas. You will turn your brushes into
razors that render in paint a mathematical perfection so beautiful it will dazzle even her.<br/>
You set about laying out your masterwork.<br/>
<</narration>>
<<set _diceRollCheck_header = "Roll for your insight into the canvas and your creation (Intelligence)">>
<<set _targetStat = "Intelligence">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-stare-blank-canvas-thinking-one-result-check">>
<<include "OmniDiceRollCheck">><<run Ember.startSummerGift($pc, Ember.SummerGiftType.SNOWFLAKE)>>
<<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-work-tirelessly-sketching-resketching-faint-charcoal">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-work-tirelessly-sketching-resketching-faint-charcoal-2">>
<</if>><<narration>>
You stare at the blank canvas, thinking of the one who is to receive your gift. You know so little of Mother Morana,
save for what Titania has told you. She loves order, immutability, and perfection. Her deepest desire is to preserve
beautiful things. She despises change and instability. An idea forms in your mind.<br/>
You think of the most beautiful sights you were ever blessed to see back in your world, and immediately the Aurora
Borealis springs to mind. For a queen who loves the joys of winter, what better subject than the dance of every-hued
light that can only be given when the sky is cold and the stars are dancing? It is a gift unique to the depths of
winter. Surely, this will kindle favor in the heart of the Winter Queen.<br/>
You set about laying out your masterwork - a panorama of starry skies, in which the lights of the Aurora will seem
to dance, though they be still on the canvas.
<</narration>>
<<set _diceRollCheck_header = "Roll for your insight into the canvas and your creation (Intelligence)">>
<<set _targetStat = "Intelligence">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-stare-blank-canvas-thinking-one-2-result-check">>
<<include "OmniDiceRollCheck">><<run Ember.startSummerGift($pc, Ember.SummerGiftType.AURORA)>>
<<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-work-tirelessly-sketching-resketching-faint-charcoal-3">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-work-tirelessly-sketching-resketching-faint-charcoal-4">>
<</if>><<narration>>
When you poke your head into the little bear's house, you see the counters and table are stacked high with dusty pots
and jars, all of them apparently empty. A little rickety bed sits in the corner, and nearby is a little table with a
single chair. There is a picture on the sill of the only window in the little hovel, above a little washtub. In it is
a sign with the words, "Promise me you won't forget."<br/>
You reach out and pick it up.<br/>
[[Continue...|summer-court-return-little-bear-sitting-stump-outside]]
<</narration>><<narration>>
When you poke your head into the little bear's house, you see the counters and table are stacked high with dusty pots
and jars, all of them apparently empty. A little rickety bed sits in the corner, and nearby is a little table with a
single chair. It looks like it hasn't been inhabited in a long time...<br/>
[[Continue...|summer-court-return-little-bear-sitting-stump-outside-2]]
<</narration>><<narration>>
You sit in the cool of the glade and remember, and as you do, a lament for lost love springs from your mind.<br/>
When you are done, you sing the song over and find your soul stirred to aching memories you have long kept suppressed...
<</narration>>
<<player-speech>>
I saw you in the boldest spring,<br/>
our love was kindled new and bright,<br/>
And joined by love and not by might<br/>
Made bound our promise with a ring.<br/>
And for summer's highest noon<br/>
A moment, days, eternity,<br/>
I clung to you and you to me<br/>
And loved beneath the sun and moon.<br/>
But fall made fast within your bones<br/>
A rot that feebled body, soul,<br/>
And broken, bitter, what was whole<br/>
Became amidst the deathly groans.<br/>
O that I had winter's grace<br/>
To freeze in time you whom I loved,<br/>
Or hide below from the above<br/>
That which no time could e'er replace.<br/>
And pass the seasons even still,<br/>
But lost am I to memory.<br/>
A spring anew I cannot see,<br/>
For gone my love and lost my will.<br/>
O winter leave the past to be<br/>
And summer lose your loveliness,<br/>
For I will never find my rest<br/>
If you should grasp them lovelessly.
<</player-speech>>
<<narration>>
You let it be, and turn to the writing of an instrumental part to accompany your tune...
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt at writing the music (Charisma)">>
<<set _targetStat = "Charisma">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-sit-cool-glade-remember-lament-lost-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-titania-provides-serviceable-lute-carved-strange">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-titania-provides-serviceable-lute-carved-strange-2">>
<</if>><<narration>>
You sit in the cool of the glade and remember, and as you do, a lament for lost love springs from your mind.<br/>
You spend frustrating hours massaging the words and wracking your brain to make the meter and rhyme fit together.
But try as you might, the final draft is mediocre at best, and you have no inspiration left to pour into the song.
<</narration>>
<<player-speech>>
I saw you back in early spring,<br/>
Our brand new love was shining bright,<br/>
We both felt that it was so right,<br/>
And then I gave to you a ring.<br/>
And when the summer came around,<br/>
We spent so many days together,<br/>
We thought that it would last forever,<br/>
And so much happiness we found.<br/>
But then the autumn made you sick,<br/>
Your body started feeling old,<br/>
The weather got so very cold,<br/>
And everything went bad so quick.<br/>
I wish that winter would just stay,<br/>
To freeze your face inside the ice,<br/>
Because you were so very nice,<br/>
Before you went and passed away.<br/>
The seasons change but I am sad,<br/>
I cannot stop thinking of you,<br/>
I don't know what I'm supposed to do,<br/>
Without the best friend that I had.<br/>
So winter, please don't let it snow,<br/>
And summer, do not shine so bright,<br/>
Because nothing feels good or right,<br/>
Since you decided you had to go.
<</player-speech>>
<<narration>>
You let it be, and turn to the writing of an instrumental part to accompany your tune...
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt at writing the music (Charisma)">>
<<set _targetStat = "Charisma">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-sit-cool-glade-remember-lament-lost-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You sit in the cool of the glade and let inspiration find you, and you are surprised to find that the melody and
lyrics to the song spring to mind with ease!<br/>
When you are done, you sit back and sing the song back to yourself with a satisfied chuckle:
<</narration>>
<<player-speech>>
I woke up Monday morning,<br/>
My legs were bare and cold.<br/>
My pants were gone, I'd lost them;<br/>
My legs you could behold.<br/>
I could not just be naked<br/>
From navel down to feet.<br/>
I had to find my missing pants<br/>
Before I walked the streets.<br/>
(I said) I've LOST MY PANTS,<br/>
They've off and left me here,<br/>
And if I am to find them,<br/>
I hope I find them near.<br/>
I searched the room completely;<br/>
My pants were nowhere there.<br/>
I must say then I was perplexed,<br/>
But I did not despair.<br/>
I called down to my partner,<br/>
"Hey, have you seen my pants?"<br/>
They said, "I don't know anything 'bout<br/>
Your pantless circumstance."<br/>
(I said) I've LOST MY PANTS,<br/>
They've off and left me here,<br/>
And if I am to find them,<br/>
I hope I find them near.<br/>
I thought and thought, "What happened?<br/>
Last night at tavern close?<br/>
'Twas all a blur, what did occur?<br/>
And did it come to blows?"<br/>
And then I did remember;<br/>
To my eye it brought a tear.<br/>
My pants were on the barman.<br/>
I traded them for beer!<br/>
(I said) I've FOUND MY PANTS,<br/>
I traded them for beer,<br/>
And since they're on the barman,<br/>
Oh, pantsless I'll appear!<br/>
(I said) I've FOUND MY PANTS,<br/>
I traded them for beer,<br/>
And since they're on the barman,<br/>
Oh, pantsless I'll appear!
<</player-speech>>
<<narration>>
Now you just need to write the part for the lute that will go along with it...
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt at writing the music (Charisma)">>
<<set _targetStat = "Charisma">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-sit-cool-glade-let-inspiration-find-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-titania-provides-serviceable-lute-carved-strange-3">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-titania-provides-serviceable-lute-carved-strange-4">>
<</if>><<narration>>
You sit in the cool of the glade and try to bend your mind to songwriting, hoping inspiration will strike.<br/>
You spend frustrating hours massaging the words and wracking your brain to make the meter and rhyme fit together. But
try as you might, the final draft is a subpar, moralizing ditty that makes you cringe every time you sing it. Moreover,
you have no inspiration left to pour into the song.
<</narration>>
<<player-speech>>
I woke up early Monday morning,<br/>
The temperature was rather low,<br/>
I noticed that my pants were missing,<br/>
Which is a shameful way to go.<br/>
You shouldn't walk outside when naked,<br/>
It is a sin to show your skin,<br/>
I had to find my missing trousers,<br/>
Before the workday would begin.<br/>
Oh, do not lose your proper garments,<br/>
And do not stray from virtue's path,<br/>
For those who lose their self-control<br/>
Will surely feel the public's wrath.<br/>
I asked my partner for assistance,<br/>
But they just shook their head at me,<br/>
Because a messy, careless person<br/>
Will always live in misery.<br/>
Then I remembered with great sadness,<br/>
The wicked tavern from last night,<br/>
Where people waste their weekly wages,<br/>
And do things wrong instead of right.<br/>
I gave the barman both my pant-legs,<br/>
Just for a single mug of beer,<br/>
An awful, foolish, vice-filled bargain,<br/>
That brought me to this state of fear.<br/>
Oh, do not lose your proper garments,<br/>
And do not stray from virtue's path,<br/>
For those who lose their self-control<br/>
Will surely feel the public's wrath.
<</player-speech>>
<<narration>>
You let it be, and turn to the writing of an instrumental part to accompany your tune...
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt at writing the music (Charisma)">>
<<set _targetStat = "Charisma">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-sit-cool-glade-let-inspiration-find-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
An image of the potential locked within begins to appear in your mind as your hands explore the crystal's facets.
There is a flower hidden in this block of raw crystal, one whose carving and shape will run with the grains and flaws
of the stone itself. Each petal will look as delicate as a real flower, yet contain all the strength the crystal
can offer.<br/>
Eagerly, you pick up hammer and chisel and begin your work.
<</narration>>
<<set _diceRollCheck_header = "Roll for your ability to work the crystal (Strength)">>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-image-potential-locked-within-begins-appear-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-disappear-sculpting-rose-hours-disappear-feel">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-disappear-sculpting-rose-hours-disappear-feel-2">>
<</if>><<narration>>
You spend a long time examining the crystal, hoping inspiration will strike. You can see several flaws that run
through it that you will have to avoid, and whatever you choose to create will need to be carefully planned to avoid
them. But what to carve?<br/>
You decide some sort of rose will work best. Maybe the winter queen likes roses? Anyways, you'll have to be careful
not to let the stone's flaws ruin the sculpture. It looks like no matter which way you cut, one of them will be part
of the final structure, which will make it more delicate.<br/>
Reluctantly, you pick up hammer and chisel and begin your work.
<</narration>>
<<set _diceRollCheck_header = "Roll for your ability to work the crystal (Strength)">>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-image-potential-locked-within-begins-appear-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
An image of the potential locked within begins to appear in your mind as your hands explore the crystal's facets.
There is music trapped in this raw, unformed crystal that calls to you in ways you cannot explain. It hums and
vibrates beneath your hands, begging to be unleashed.<br/>
You have music-making in your blood, and your $pc.family.adjective $pc.family.relationship dabbled in the crafting of
instruments. You sometimes worked alongside them to make lutes and lyres that many said were the best in the land.<br/>
It is very ambitious, but something in the air of the Heart of Summer fills you with confidence.<br/>
Eagerly, you pick up hammer and chisel and begin your work.
<</narration>>
<<set _diceRollCheck_header = "Roll for your ability to work the crystal (Strength)">>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-image-potential-locked-within-begins-appear-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-disappear-sculpting-stone-image-beautiful-crystalline">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-disappear-sculpting-stone-image-crystalline-harp">>
<</if>><<narration>>
You spend a long time examining the crystal, hoping inspiration will strike. You can see several flaws that run
through it that you will have to avoid, and whatever you choose to create will need to be carefully planned to avoid
them. But what to carve?<br/>
You decide some sort of crystalline harp will work best. It will be a difficult project, and you will have to include
several of the obvious flaws in the raw crystal in the final sculpture. It will be less impressive and more prone to
shattering as a result, but you've wasted enough time staring at a rock for the time being.<br/>
Reluctantly, you pick up hammer and chisel and begin your work.
<</narration>>
<<set _diceRollCheck_header = "Roll for your ability to work the crystal (Strength)">>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-image-potential-locked-within-begins-appear-2-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You work tirelessly, sketching and resketching with faint charcoal lines on canvas, something that suggests the
utter fractal perfection of the minute snowflake with depth and extreme subtlety of shade and contrast.<br/>
After many hours, you find it. The perfect perspective, where mathematical angular perfection meets artistic intuition
- the beautiful and the angular made one.<br/>
You nod in satisfaction - the image is now clearer in your mind, and the first lines of it are already before you
on the canvas.<br/>
You turn to the cornucopia of dyes and pigments beside you and begin the careful process of mixing and adjusting colors.
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt to lay down paint (Dexterity)">>
<<set _targetStat = "Dexterity">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-work-tirelessly-sketching-resketching-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-mix-adjust-mix-find-array-colors">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-mix-adjust-mix-find-frustrated-beyond">>
<</if>><<narration>>
You work tirelessly, sketching and resketching with faint charcoal lines on canvas, something that suggests the utter
fractal perfection of the minute snowflake with depth and extreme subtlety of shade and contrast.<br/>
But no matter how many times you draw, rub out, and redraw the shape of the work on the page, it is maddeningly
imperfect - never quite what your mind's eye visualizes.<br/>
You finally give up and turn to the cornucopia of dyes and pigments beside you and begin the careful process of mixing
and adjusting colors.
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt to lay down paint (Dexterity)">>
<<set _targetStat = "Dexterity">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-work-tirelessly-sketching-resketching-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You work tirelessly, sketching and resketching with faint charcoal lines on the canvas, capturing the shape of the
sweeping panorama of sky that inspires awe and delight in equal measure.<br/>
After many hours, you find it. The perfect perspective, where the majesty of the stars accentuates the joy of light's
dance, framed by icy cliffs and a great, calm sea.<br/>
You nod in satisfaction - the image is now clearer in your mind, and its first lines are already before you on the
canvas.<br/>
You turn to the cornucopia of dyes and pigments beside you and begin the careful process of mixing and adjusting colors.
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt to lay down paint (Dexterity)">>
<<set _targetStat = "Dexterity">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-work-tirelessly-sketching-resketching-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-mix-adjust-mix-until-find-array">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-mix-adjust-mix-find-frustrated-beyond-2">>
<</if>><<narration>>
You work tirelessly, sketching and resketching with faint charcoal lines on canvas, creating something that suggests
the shape of the sweeping panorama of sky that inspires awe and delight in equal measure.<br/>
But no matter how many times you draw, rub out, and redraw the shape of the work on the page, it is maddeningly
imperfect - never quite what your mind's eye visualizes.<br/>
You finally give up and turn to the cornucopia of dyes and pigments beside you, beginning the careful process of
mixing and adjusting colors.
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt to lay down paint (Dexterity)">>
<<set _targetStat = "Dexterity">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-work-tirelessly-sketching-resketching-2-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You return to the little bear, who is sitting on a stump just outside, obviously set there for the purpose. He is
squeezing the sides of his little head with his two stuffed paws.
<</narration>>
<<speech>>
Bother. Did you ever have that tingly sort of feeling in your brain, where a thought is in there, but it won't
sit down so you can think it
<</speech>>
<<player-speech>>
Yes, I think I do have that feeling. Do you?
<</player-speech>>
<<narration>>
You laugh as you reply.
<</narration>>
<<speech>>
Yes. So very much. If I had a brain instead of fluff, I think it might be easier for me to think it.
<</speech>>
<<narration>>
You draw the picture out and show it to the little bear.
<</narration>>
<<player-speech>>
I found this in your house. I'm curious. Do you know what it is?
<</player-speech>>
<<speech>>
Bother. I can't read. Could you be so kind?
<</speech>>
<<player-speech>>
It says, 'Promise me you won't forget.'
<</player-speech>>
<<narration>>
The bear's little face lights up.
<</narration>>
<<speech>>
Yes! There was a promise! I made it to a bird of some kind, I think. But, oh dear, I don't know any birds.
<</speech>>
<<narration>>
[[Continue...|summer-court-perhaps-help-well-tall-perhaps-little]]
<</narration>><<narration>>
You return to the little bear, who is sitting on a stump just outside, obviously set there for the purpose. He is
squeezing the sides of his little head with his two stuffed paws.
<</narration>>
<<speech>>
Bother. Did you ever have that tingly sort of feeling in your brain, where a thought is in there, but it won't sit
down so you can think it?
<</speech>>
<<narration>>
You laugh.
<</narration>>
<<player-speech>>
Yes, I think I do have that feeling. Do you?
<</player-speech>>
<<speech>>
Yes. So very much. If I had a brain instead of fluff, I think it might be easier for me to think it.
<</speech>>
<<narration>>
[[Continue...|summer-court-perhaps-help-well-tall-perhaps-little]]
<</narration>><<narration>>
Titania provides you with a serviceable lute, carved of a strange dark wood that thrums beneath your hands.<br/>
You spend the next hours, (or perhaps days, it's difficult to tell here), crafting a part for the lute that accompanies
your song. And when you're done, your lover's lament is transformed into a dark ocean of musical grief, sure to
send even the most frozen heart to weeping.<br/>
Now, to perfect it. This will take long hours of practice, as you've found your voice is rusty and your fingers clumsy.
<</narration>>
<<set _diceRollCheck_header = "Roll to practice the song (Constitution)">>
<<set _targetStat = "Constitution">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-titania-provides-serviceable-lute-carved-strange-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-spend-long-hours-practice-time-youre">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-spend-long-hours-practice-find-fingers">>
<</if>><<narration>>
Titania provides you with a serviceable lute, carved of a strange dark wood that thrums beneath your hands.<br/>
You spend the next hours, (or perhaps days, it's difficult to tell here), crafting a part for the lute that accompanies
your song. You try and try, but your fingers will not do what your mind commands, and inspiration remains maddeningly
beyond your reach.<br/>
Eventually, you set your song to a standardized set of chords and resolve to let the lyrics carry the performance.
Perhaps if you practice extremely diligently, you can hide the composition's musical flaws behind performative
excellence.<br/>
You set yourself to practice your creation, certain it will take some time: you've found your voice is rusty and
your fingers clumsy.
<</narration>>
<<set _diceRollCheck_header = "Roll to practice the song (Constitution)">>
<<set _targetStat = "Constitution">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-titania-provides-serviceable-lute-carved-strange-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
Titania provides you with a serviceable lute, carved of a strange dark wood that thrums beneath your hands.<br/>
You spend the next hours, (or perhaps days, it's difficult to tell here), crafting a part for the lute that accompanies
your song. And when you're done, your larkish little ditty is transformed into a full-fledged rollicking jig, sure to
send heels flying and voices singing!<br/>
Now, to perfect it. This will take long hours of practice, as you've found your voice is rusty and your fingers clumsy.
<</narration>>
<<set _diceRollCheck_header = "Roll to practice the song (Constitution)">>
<<set _targetStat = "Constitution">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-titania-provides-serviceable-lute-carved-strange-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-spend-long-hours-practice-time-youre-2">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-spend-long-hours-practice-find-fingers-2">>
<</if>><<narration>>
Titania provides you with a serviceable lute, carved of a strange dark wood that thrums beneath your hands.<br/>
You spend the next hours, (or perhaps days, it's difficult to tell here), crafting a part for the lute that accompanies
your song. You try and try, but your fingers will not do what your mind commands, and inspiration remains maddeningly
beyond your reach.<br/>
Eventually, you set your song to a standardized set of chords and resolve to let the lyrics carry the performance.
Perhaps if you practice extremely diligently, you can hide the composition's musical flaws behind performative
excellence.<br/>
You set yourself to practice your creation, certain it will take some time: you've found your voice is rusty and your
fingers clumsy.
<</narration>>
<<set _diceRollCheck_header = "Roll to practice the song (Constitution)">>
<<set _targetStat = "Constitution">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-titania-provides-serviceable-lute-carved-strange-2-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You disappear into the sculpting of the rose. Hours disappear, and you feel neither thirst nor hunger. The crystal
Titania has given you to shape is extremely hard, but unusually brittle, meaning all of your focus and strength are
required for each strike of the hammer on chisel. Even the rough boaster-work must be done with extreme care, to ensure
nothing necessary to the final shape of the flower is lost.<br/>
Piece by agonizing piece, the flower takes shape beneath your increasingly rough hands. You winnow away the overburden
until the flower's bloom is obvious, then with utmost care, you cut away stone from the spaces between the petals,
shaping them delicately by the removal of small shards of the crystalline stone.<br/>
Once the bloom is fully realized, you move on to the delicate stem, which you approach with the utmost care - any
excess vibration from your strikes threatens to break the bloom you've already carved.<br/>
After long hours (or perhaps days), you straighten your aching back and survey the results.<br/>
The form of a rose sits in front of you. Still rough, but unmistakeable and beautiful. There is still much finishing
work to be done, but you are proud of the result thus far!
<</narration>>
<<set _diceRollCheck_header = "Roll for your ability to finish the crystal (Strength)">>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-disappear-sculpting-rose-hours-disappear-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-rest-moment-take-long-arduous-task">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-rest-moment-take-long-arduous-task-2">>
<</if>><<narration>>
You disappear into the sculpting of the rose. Hours disappear, and you feel neither thirst nor hunger. The crystal
Titania has given you to shape is extremely hard, but unusually brittle, meaning all of your focus and strength are
required for each strike of the hammer on chisel. Even the rough boaster-work must be done with extreme care, to ensure
nothing necessary to the final shape of the flower is lost.<br/>
Piece by agonizing piece, the flower takes shape beneath your increasingly rough hands. You winnow away the overburden
until the flower's bloom is obvious, then, with utmost care, you cut away stone from the spaces between the petals,
shaping them delicately by the removal of small shards of the crystalline stone.<br/>
Once the bloom is fully realized, you move on to the delicate stem, which you approach with the utmost care - any
excess vibration from your strikes threatens to break the bloom you've already carved.<br/>
But for all your care and hard work, at one critical point, your chisel slips, and one of the carefully formed petals
shatters and falls to the floor. The piece can never be perfect now. But perhaps it will still be good enough?<br/>
After long hours (or perhaps days), you straighten your aching back and survey the results.<br/>
The form of a rose sits in front of you. Still rough, and now with an obvious flaw, but unmistakeable and still
beautiful. There is still much finishing work to be done, though.
<</narration>>
<<set _diceRollCheck_header = "Roll for your ability to finish the crystal (Strength)">>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-disappear-sculpting-rose-hours-disappear-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You disappear into the sculpting of the stone, the image of the beautiful crystalline harp uppermost in your mind.
Hours disappear, and you feel neither thirst nor hunger. The crystal Titania has given you to shape is extremely hard,
but unusually brittle, meaning all of your focus and strength are required for each strike of the hammer on chisel.
Even the rough boaster-work must be done with extreme care to ensure nothing necessary to the final shape is lost.<br/>
Piece by agonizing piece, the harp's frame takes shape beneath your increasingly rough hands. You winnow away the
overburden until the graceful arch of neck, column, and soundboard emerges.<br/>
Then, with utmost care, you cut and chisel out the stretching length of each string until each is separated from its
neighbors and they stretch delicately across the frame. Crystal should not submit to such formation - its nature
should make it impossible, but you are certain, by deep intuition, that your hands are equal to it.<br/>
After long hours (or perhaps days), you straighten your aching back and survey the results.<br/>
The form of the harp sits in front of you. Still rough, but unmistakeable and beautiful. There is still much finishing
work to be done, but you are proud of the result thus far!
<</narration>>
<<set _diceRollCheck_header = "Roll for your ability to finish the crystal (Strength)">>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-disappear-sculpting-stone-image-beautiful-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-rest-moment-take-long-arduous-task-3">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-rest-moment-take-long-arduous-task-4">>
<</if>><<narration>>
You disappear into the sculpting of the stone, the image of a crystalline harp uppermost in your mind. Hours disappear,
and you feel neither thirst nor hunger. The crystal Titania has given you to shape is extremely hard, but unusually
brittle, meaning all of your focus and strength are required for each strike of the hammer on chisel. Even the rough
boaster-work must be done with extreme care to ensure nothing necessary to the final shape is lost.<br/>
Piece by agonizing piece, the harp's frame takes shape beneath your increasingly rough hands. You winnow away the
overburden until the graceful arch of neck, column, and soundboard emerges.<br/>
Then, with utmost care, you cut and chisel out the stretching length of each string until each is separated from its
neighbors and they stretch delicately across the frame. Crystal should not submit to such formation - its nature should
make it impossible, but you are certain by deep intuition that your hands are equal to it.<br/>
But the long hours work your fingers to twitching and numb your mind. In a momentary lapse into fatigue, your hand
slips, and three beautiful strings shatter and fall to the ground. You look at them for a long time and swear under
your breath.<br/>
The form of the harp is done and sits in front of you. Still rough, but unmistakeable. There is still much finishing
work to be done.
<</narration>>
<<set _diceRollCheck_header = "Roll for your ability to finish the crystal (Strength)">>
<<set _targetStat = "Strength">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-disappear-sculpting-stone-image-beautiful-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You mix and adjust and mix again, and find the array of colors that best suit your vision. They are perfect. Blues,
greens, and purples jostle with unexpectedly fiery reds that catch your eye but do not distract from the whole.<br/>
You begin the slow, careful brushwork, coaxing from your steady hands the impression of hard, beautiful angularity that
lives still mostly in your mind's eye. You feel the regularity of the curves. Your hand follows, as if by magic, the
lines that divide and divide again for a unity of geometric beauty.<br/>
You step back, well satisfied. Now to add detail - gradient, blend, and edge.
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt to finish the fine details (Dexterity)">>
<<set _targetStat = "Dexterity">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-mix-adjust-mix-find-array-colors-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-enter-something-working-reverie-entire-consumed">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-strive-against-frustrations-growing-inside-complete">>
<</if>><<narration>>
You mix and adjust and mix again, and find yourself frustrated beyond belief. That blue is too blue. The green has too
much white, but then not enough when you adjust it. Your exasperation increases to irrational fury. Finally, you give
it up and begin to work with what you have made thus far. A settled unease rests on your spirit as you work. This is
not going to plan...<br/>
You begin the slow, careful brushwork, trying to coax from your unsteady hands the impression of hard, beautiful
angularity that lives still mostly in your mind's eye. But you are continually frustrated. It is always so close, but
never just right.<br/>
Finally, you step back. It's only mediocre - not quite what you had in mind, but not worth throwing away entirely
either. How terribly dissatisfying.<br/>
You move on to finishing details - gradients, blends, and edges that you had previously delegated for later - the
final touches that hopefully complete the whole.
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt to finish the fine details (Dexterity)">>
<<set _targetStat = "Dexterity">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-mix-adjust-mix-find-array-colors-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
You mix and adjust and mix again, until you find the array of colors that best suits your vision. They are perfect.
Blues, greens, and purples jostle with unexpectedly fiery reds that catch your eye but do not distract from
the whole.<br/>
You begin the slow, careful brushwork, coaxing from your steady hands the impression of wide sky and cold air that
lives still mostly in your mind's eye. You draw out the great depth of a starred sky. Your hand follows, as if by
magic, the lines that divide sea from cliff, and picks out the lines of ice-captured terrain, made subject to a
heaven far greater than itself.<br/>
You step back, well satisfied. Now to add the dance of the lights...
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt to finish the fine details (Dexterity)">>
<<set _targetStat = "Dexterity">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-mix-adjust-mix-until-find-array-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordSummerGiftCheck($pc, true)>>
<<goto "summer-court-enter-something-working-reverie-entire-consumed-2">>
<<elseif _totalResult lt _dc>>
<<run Ember.recordSummerGiftCheck($pc, false)>>
<<goto "summer-court-struggle-against-frustrations-growing-inside-complete">>
<</if>><<narration>>
You mix and adjust and mix again, and find yourself frustrated beyond belief. That blue is too blue. The green has
too much white, but then not enough when you adjust it. Your exasperation increases to irrational fury. Finally, you
give it up and begin to work with what you have made thus far. A settled unease rests on your spirit as you work.
This is not going to plan...<br/>
You begin the slow, careful brushwork, trying to coax from your unsteady hands the impression of wide sky and cold
air that lives still mostly in your mind's eye. But you are continually frustrated. It is always so close, but never
just right.<br/>
Finally, you step back. It's only mediocre - not quite what you had in mind, but not worth throwing away entirely
either. How terribly dissatisfying.<br/>
You move on to the finishing details - gradients, blends, and edges that you had previously delegated for later -
the final touches that hopefully complete the whole.
<</narration>>
<<set _diceRollCheck_header = "Roll for your attempt to finish the fine details (Dexterity)">>
<<set _targetStat = "Dexterity">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-mix-adjust-mix-until-find-array-result-check">>
<<include "OmniDiceRollCheck">><<player-speech>>
Perhaps I can help
<</player-speech>>
<<speech>>
Well, you are tall. Perhaps you can do a little looking from high up and maybe see something that isn't seeable
from down here.
<</speech>>
<<narration>>
The bear replies.<br/>
You take a moment to look around.<br/>
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Perception">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-perhaps-help-well-tall-perhaps-little-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordPoohSuccess($pc)>>
<<include "summer-court-per-little-bears-request-take-moment">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-per-little-bears-request-take-moment-2">>
<</if>><<narration>>
You spend long hours in practice, but find your fingers are clumsy and thick, and your head clouds easily. Lyrics
disappear from your memory mid-recitation, and you find your irritation and embarrassment begin to get the better
of you.<br/>
After the fourth time you hurl Titania's lute against a nearby tree and hear an ominous crack, you decide that you
should probably give it up as a bad job.
<</narration>>
<div id="summer-court-spend-long-hours-practice-find-fingers-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-spend-long-hours-practice-find-fingers-fadein" transition>>
<<include "summer-court-spend-long-hours-practice-find-fingers-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is somewhat disappointed by your efforts, but nonetheless makes some half-hearted attempts at compliments.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a safe case for carrying your lute on the long journey to Winter, and then beckons you close with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You spend long hours in practice, and by the time you're done, your lover's lament is a wonderful interplay between
your voice and the lute, answering each other back and forth. Your fingerwork is perfect, with haunting chords and
fingerings on the lute that transform it into a voice of mourning unto itself, set in perfect counterpoint to your
voice.<br/>
Your voice, too, becomes rich and powerful, perfectly keyed to the tuning of your lute. And you find that no matter
how often you repeat it, it always moves you to tears, along with anyone who will listen.
<</narration>>
<div id="summer-court-spend-long-hours-practice-time-youre-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-spend-long-hours-practice-time-youre-fadein" transition>>
<<include "summer-court-spend-long-hours-practice-time-youre-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is delighted, seeing the first hints that her strategy might just pay off.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a safe case for carrying your lute on the long journey to Winter, and then beckons you close
with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You spend long hours in practice, and by the time you're done, your rollicking little tune is a wonderful interplay
of your voice and the lute, answering each other back and forth. Your fingerwork is perfect, with runs and rills on
the lute that defy the ear and make the instrument sing in perfect counterpoint to your voice.<br/>
Your voice, too, becomes rich and powerful, perfectly keyed to the tuning of your lute. To accompany it, you develop
the perfect showman's trick of timing the lines for maximal impact. It is a work of art that sends those who hear you
rehearse into gales of laughter!
<</narration>>
<div id="summer-court-spend-long-hours-practice-time-youre-2-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-spend-long-hours-practice-time-youre-2-fadein" transition>>
<<include "summer-court-spend-long-hours-practice-time-youre-2-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
When you perform your work of art for Lady Titania, however, she makes no attempt to hide her dismay and irritation
at your composition.
<</narration>>
<<speech 3>>
Little rabbit, you do realize you're going to be performing this for Mother Morana, right? She is the most grave and
unbending of all the Fey, and you've still chosen to write a song about your lost pants. She doesn't wear pants,
$pc.name, and I'm sure she doesn't go to taverns or drink beer.
<</speech>>
<<player-speech>>
Well, yes, I understand, but I thought a little levity might bring some joy to the Winter Court...
<</player-speech>>
<<speech 3>>
Colors be kept! It's bad enough I must keep company with fairies, but that I must add fools...<br/>
Fine. It's your song and your neck. If I don't see your pretty little face at the Sybaris Fete in time, I will know
that Morana confirmed you to be as stupid as you sound singing that song.
<</speech>>
<<narration>>
She supplies you with a safe case for carrying your lute on the long journey to Winter, and then beckons you close
with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You spend long hours in practice, but find your fingers are clumsy and thick, and your head clouds easily. Lyrics
disappear from your memory mid-recitation, and you find your irritation and embarrassment begin to get the better
of you.<br/>
After the fourth time you hurl Titania's lute against a nearby tree and hear an ominous crack, you decide that you
should probably give it up as a bad job.
<</narration>>
<div id="summer-court-spend-long-hours-practice-find-fingers-2-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-spend-long-hours-practice-find-fingers-2-fadein" transition>>
<<include "summer-court-spend-long-hours-practice-find-fingers-2-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is somewhat disappointed by your efforts, but she nonetheless makes some half-hearted attempts at
compliments.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a safe case for carrying your lute on the long journey to Winter, and then beckons you close
with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You rest a moment, then take up the long, arduous task of abatement and polishing. You abrade the delicate, hard
crystal in every facet of its shape for hours. Each petal must be sanded with every ounce of focus you have, taking
care not to create excess pressure that will shatter the crystal, while still rubbing away tool marks and polishing
the surfaces to a prismatic shine.<br/>
The stem you hone down to a matte surface that holds the light inside and seems to glow. The petals you shine to a
clear brilliance that refracts the light through their facets hypnotically. It is a breathtaking work of art, and you
are surprised and overjoyed at the product of your hands!
<</narration>>
<div id="summer-court-rest-moment-take-long-arduous-task-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-rest-moment-take-long-arduous-task-fadein" transition>>
<<include "summer-court-rest-moment-take-long-arduous-task-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is delighted, seeing the first hints that her strategy might just pay off.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a beautifully carved wooden box in which you can safely transport your work of art on the long
journey to winter, and then beckons you close with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You rest a moment, then take up the long, arduous task of abatement and polishing. You abrade the delicate, hard
crystal in every facet of its shape for hours. Each petal must be sanded with every ounce of focus you have, taking
care not to create excess pressure that will shatter the crystal, while still rubbing away tool marks and polishing
the surfaces to a prismatic shine.<br/>
But your hands get tired, and your mind numbs from the endless hours of detailed work. And you find that, in one
terrible instant, you put too much pressure on the long crystalline stem of the flower, and the bottom half breaks
off in your hand and shatters on the floor. You look at it for a long time and swear loudly to yourself. You still
have a crystalline rose with a short stem, but some of the beauty has obviously been lost.
<</narration>>
<div id="summer-court-rest-moment-take-long-arduous-task-2-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-rest-moment-take-long-arduous-task-2-fadein" transition>>
<<include "summer-court-rest-moment-take-long-arduous-task-2-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is somewhat disappointed by your efforts, but she nonetheless makes some half-hearted attempts at
compliments.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a beautifully carved wooden box in which you can safely transport your work of art on the long
journey to winter, and then beckons you close with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You rest a moment, then take up the long, arduous task of abatement and polishing. You abrade the delicate, hard
crystal in every facet of its shape for hours. The form of the instrument must be sanded on each face multiple times,
with every ounce of your focussed strength, while still taking care not to create excess pressure that will shatter
the crystal. You sand and polish until all tool marks are rubbed off, and the surface is polished to a prismatic
shine.<br/>
Then you turn your attention to each string, and for long, long hours there is nothing but the stone and your careful
hands. Each must be painstakingly formed to tune correctly with its neighbors and with the frame itself - a process
that requires retuning and reforming every time the harp changes shape.<br/>
Eventually, every string is formed perfectly - taut-stretched impossible crystal that holds the light inside and
seems to glow. You run your hand along the strings, and a clear, beautiful tone shimmers in the air. It is a
breathtaking work of art, and you are surprised and overjoyed at your success!
<</narration>>
<div id="summer-court-rest-moment-take-long-arduous-task-3-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-rest-moment-take-long-arduous-task-3-fadein" transition>>
<<include "summer-court-rest-moment-take-long-arduous-task-3-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is delighted, seeing the first hints that her strategy might just pay off.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a beautifully carved wooden box in which you can safely transport your work of art on the long
journey to Winter, and then beckons you close with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You rest a moment, then take up the long, arduous task of abatement and polishing. You abrade the delicate, hard crystal
in every facet of its shape for hours. The form of the instrument must be sanded in each face multiple times, with
every ounce of your focussed strength, while still taking care not to create excess pressure that will shatter the
crystal. You sand and polish until all tool marks are rubbed off and the surface is polished to a prismatic shine.<br/>
Then you turn your attention to each string, and for long, long hours there is nothing but the stone and your careful
hands. Each must be painstakingly formed to tune correctly with its neighbors and with the frame itself - a process
that requires retuning and reforming every time the harp changes shape.<br/>
And as you move to the very last string, your hand falters. Quick as a wink, three strings shatter and fall to the
ground. Every other string vibrates and warps dangerously. You will have to go back and retune and repolish each in
turn, and there is simply no way you might recover the snapped strings.<br/>
Eventually, you manage to retune and finish every string. The instrument is obviously missing broken strings, and so
imperfectly formed, but it is still an impressive work. Each crystalline string is taut-stretched with impossible
crystal that holds the light inside and seems to glow. You run your hand along the remaining strings, and a clear,
beautiful tone shimmers in the air. It is not perfect, but it is still beautiful...
<</narration>>
<div id="summer-court-rest-moment-take-long-arduous-task-4-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-rest-moment-take-long-arduous-task-4-fadein" transition>>
<<include "summer-court-rest-moment-take-long-arduous-task-4-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is somewhat disappointed by the beautiful but obviously incomplete harp, but she nonetheless makes some
half-hearted attempts at compliments.
<</narration>>
<<speech 3>>
Oh I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a beautifully carved wooden box in which you can safely transport your work of art on the
long journey to winter, and then beckons you close with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You enter something of a working reverie. Your entire being is consumed by your vision for the Anatomy of a Snowflake.
You neither eat nor sleep, and do not feel their absence. Gradients and curvatures go from perfection to perfection.
Lines are not lines, but hints at infinities. The snowflake becomes the avatar of the perfection the Winter Fey seek
in every moment.<br/>
When you emerge from the depths of focus, there is only you and your magnum opus. And it is utter perfection. Geometry
married to the sublime.
<</narration>>
<div id="summer-court-enter-something-working-reverie-entire-consumed-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-enter-something-working-reverie-entire-consumed-fadein" transition>>
<<include "summer-court-enter-something-working-reverie-entire-consumed-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is delighted, seeing the first hints that her strategy might just pay off.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a long wooden cylinder, capped at both ends, in which you can safely transport your work of art
on the long journey to winter, and then beckons you close with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You strive against the frustrations growing inside of you as you complete your work. The final touches are not doing
the work of completing and cohering the whole. It is so very obviously incomplete that you eventually throw down your
brush in frustration and give it up as good enough. You cannot bear to look at it anymore.<br/>
Perhaps Mother Morana will like it better than you do.
<</narration>>
<div id="summer-court-strive-against-frustrations-growing-inside-complete-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-strive-against-frustrations-growing-inside-complete-fadein" transition>>
<<include "summer-court-strive-against-frustrations-growing-inside-complete-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is somewhat disappointed by the beautiful but obviously incomplete harp, but she nonetheless makes
some half-hearted attempts at compliments.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a long wooden cylinder, capped at both ends, in which you can safely transport your work of
art on the long journey to winter, and then beckons you close with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You enter something of a working reverie. Your entire being is consumed by your vision for the Aurora's Choreography.
You neither eat nor sleep, and do not feel their absence. You are lost in the night sky your hand has produced.
Something that transcends you forms the dancing interplay of the aurora over the stars, never competing or outclassing
them, but performing for them as an artist for a queen. Curves of color are not curves, but hints at infinities. It is
a testament to the particular majesty of deepest winter, and to what it holds for the one who treasures it most.<br/>
When you emerge from the depths of focus, there is only you and your magnum opus. And it is utter perfection. The
dance of the transcendent stars with joyous lights.
<</narration>>
<div id="summer-court-enter-something-working-reverie-entire-consumed-2-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-enter-something-working-reverie-entire-consumed-2-fadein" transition>>
<<include "summer-court-enter-something-working-reverie-entire-consumed-2-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is delighted, seeing the first hints that her strategy might just pay off.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a long wooden cylinder, capped at both ends, in which you can safely transport your work of art
on the long journey to Winter, and then beckons you close with a conspiratorial eye.<br/>
[[Continue...|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
You struggle against the frustrations growing inside you as you complete your work. The final touches are not doing
the work of completing or cohering the whole. It is so very obviously incomplete that you eventually throw down your
brush in frustration and give it up as good enough. You cannot bear to look at it anymore.<br/>
Perhaps Mother Morana will like it better than you do.
<</narration>>
<div id="summer-court-struggle-against-frustrations-growing-inside-complete-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-struggle-against-frustrations-growing-inside-complete-fadein" transition>>
<<include "summer-court-struggle-against-frustrations-growing-inside-complete-fadein">>
<</replace>>
<</timed>><<run Ember.adjustInspiration($pc, Ember.getSummerGiftDie($pc), 1)>>
<<run UI.update()>>
<<narration>>
Lady Titania is somewhat disappointed by the beautiful but obviously incomplete harp, but she nonetheless makes
some half-hearted attempts at compliments.
<</narration>>
<<speech 3>>
Oh, I do think you might just melt Mother Morana's frozen little heart, little rabbit! Well done indeed!
<</speech>>
<<narration>>
She supplies you with a long wooden cylinder, capped at both ends, in which you can safely transport your work of
art on the long journey to winter, and then beckons you close with a conspiratorial eye.<br/>
[[Continue....|summer-court-day-titania-leans-close-proceeds-conspiratorial]]
<</narration>><<narration>>
Per the little bear's request, you take a moment to look around more carefully.<br/>
In the tree above, you do notice a little red-breasted robin that is hopping to and fro, watching you and the bear
with twitching, flitsome movements, and occasionally singing a two-note birdsong. Before you focused on it, it had
been lost in the background.
<</narration>>
<<set _diceRollCheck_header = "Make an Animal Handling (Wisdom) check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-per-little-bears-request-take-moment-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordPoohSuccess($pc)>>
<<include "summer-court-little-bird-eyes-warily-gentle-slow">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-best-coax-little-robin-tree-best">>
<</if>><<narration>>
Per the little bear's request, you take a moment to look around more carefully, but nothing out of the ordinary
presents itself. You turn back to the little bear and see him once again with his eyes shut tight, pressing his
paws to either side of his little head.<br/>
[[Continue...|summer-court-sit-little-bear-continues-mumble-himself]]
<</narration>><<narration>>
Titania leans close and proceeds in a conspiratorial whisper.
<</narration>>
<<speech 3>>
Just because I find you amusing, little rabbit, I'll tell you a secret that might help you live a little longer.
There is a secret way across the wilds of the Fey that takes you beneath rather than through. We call it the Feyshadow,
and it is a whole delightful realm unto itself, with all manner of wonders for your eyes and ears!<br/>
I suggest it because it is a realm entirely outside the reach or interest of Mother Morana. She knows of it, to be
sure, but she has no dominion there. There are still some terribly dangerous things to be found, but with a little
luck and some prudence, you will undoubtedly make it through safely!
<</speech>>
<<player-speech>>
Thank you, Lady Titania. I will take your advice. But how am I to know my way in a cave? Beneath the open sky, I need
only follow the setting sun and the changing seasons to find winter.
<</player-speech>>
<<speech 3>>
Oh, you ARE a clever one! I will lend you a guide. Will that suit you, little rabbit?
<</speech>>
<<narration>>
She calls over her shoulder,
<</narration>>
<<speech 3>>
Come here, Puck!
<</speech>>
<<narration>>
A brilliant light flits over and hovers by Titania's ear, and you hear a high, staccato voice shrill spasmodically,
<</narration>>
<<speech>>
What? What?? Why now? What is to happen?
<</speech>>
<<speech 3>>
Puck, dearest, would you be so good as to escort $pc.name through the Feyshadow all the way to Mother
Morana's door?
<</speech>>
<<speech>>
A journey? Long journey? Don't like! Won't go! Must stay!
<</speech>>
<<speech 3>>
No. Must go, dearest. You must go, or you won't be able to come back again.
<</speech>>
<<speech>>
Hum. Hadn't thought that. Like coming back! Will go, but only if come back after!
<</speech>>
<<speech 3>>
Yes, dearest, you may come back once you have gone.
<</speech>>
<<speech>>
DONE! TIME TO GO!!!
<</speech>>
<<narration>>
And the little fairy creature streaks off.
<</narration>>
<<speech 3>>
Puck! Puck, dearest! Come back!
<</speech>>
<<narration>>
Titania calls with ill-concealed exasperation. Puck zips back to her from out of sight.
<</narration>>
<<speech>>
Went! Came back! All done!
<</speech>>
<<speech 3>>
No, dearest. You must go, but you must go WITH $pc.name. They don't know the way. You are to escort them
through the Feyshadow to Morana's door. Can you remember that?
<</speech>>
<<speech>>
Remember what? Teehee! Joke! Joke! Go with $pc.name by shadows to Winter Door, then come back! Can do! GO
NOW!!! NOW NOW NOW!!!
<</speech>>
<<narration>>
You look at the flitting creature with skepticism and ask Titania,
<</narration>>
<<player-speech>>
Are you sure he can be trusted? He seems a little scatterbrained.
<</player-speech>>
<<speech 3>>
Oh, now that he has it, he's as faithful as an owl! Off you go now! You've a long way to go! Make the Heart of Summer
proud to call you friend! I hope very much we can meet again at the Sybaris Fete! If all goes well, you'll have a
little gift for me as well!
<</speech>>
<<narration>>
Titania makes certain you are provisioned, and before you know it, you are on your way, with Puck keeping up a
jittery monologue in your ear.<br/>
[[Continue...|summer-court-time-journey-before-notice-head-begins]]
<</narration>><<narration>>
The little bird eyes you warily, but with gentle, slow movements and some seeds you manage to find nearby, you are
able to tempt the bird down onto your finger, and then onto the ground near the little stuffed bear.
<</narration>>
<<speech>>
Oh, hello, bird! Have you been up there all along while I was down here thinking?
<</speech>>
<<narration>>
The bird cocks its head and hops back and forth several times, then sings its little birdsong again.<br/>
The little bear lights up suddenly.
<</narration>>
<<speech>>
Yes. I remember now! The thought that wouldn't let me think it! I had a friend - he was a bird, and we lived in a
Wood that had hundreds of... acorns or aches, or bakers. Bother.
<</speech>>
<<set _diceRollCheck_header = "Make a History (Intelligence) check">>
<<set _targetStat = "Intelligence">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-little-bird-eyes-warily-gentle-slow-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordPoohSuccess($pc)>>
<<goto "summer-court-success-little-bears-commentary-stirred-mind">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-odd-thing-little-bear-going-about">>
<</if>><<narration>>
You do your best to coax the little robin down from the tree, but your best bird impression ends up sounding like a
self-important owl. The bird stares at you curiously before flitting away and disappearing into the forest.<br/>
You turn back to the little bear sitting nearby.<br/>
[[Continue...|summer-court-sit-little-bear-continues-mumble-himself]]
<</narration>><<narration>>
You sit with the little bear, who continues to mumble to himself, until his face lights up suddenly.
<</narration>>
<<speech>>
Yes. I remember now! The thought that wouldn't let me think it! I had a friend, and we lived in a Wood that had
hundreds of... acorns or aches, or bakers. Bother.
<</speech>>
<<set _diceRollCheck_header = "Make a History (Intelligence) check">>
<<set _targetStat = "Intelligence">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-sit-little-bear-continues-mumble-himself-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordPoohSuccess($pc)>>
<<include "summer-court-success-little-bears-commentary-stirred-mind-2">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-odd-thing-little-bear-going-about-2">>
<</if>><<narration>>
It is some time into your journey before you notice, but your head begins to fog and your vision to blur at the edges.
Suddenly, your head begins to whirl. An uncanny tingle travels outward from your lungs, into your blood and brain,
and down to the tips of your fingers and toes.<br/>
You have felt this before. And last time, something about you changed drastically.<br/>
You don't have time for this!<br/>
But you cannot stop it...
<</narration>>
/* Long rest before the roll, as on the Winter side, so it can't strip a temporary wild magic just rolled. */
<<run Ember.longRest($pc)>>
<<run UI.update()>>
<<set _nextPassage = "summer-court-sometime-later-awaken-find-puck-zipping">>
<<include "WildMagic">><<narration>>
The little bear's commentary has stirred your mind. There was a forest far away from your home, but not so far that
you hadn't heard its name. It was called the Wood of a Hundred Acres.
<</narration>>
<<player-speech>>
Did you mean the Wood of a Hundred Acres?
<</player-speech>>
<<speech>>
Yes! That was what it was called!
<</speech>>
<<narration>>
The little bear laughs, and you see that his drab little face has brightened as the memories come back to him.
<</narration>>
<<speech>>
Robin and I used to travel to the top of the Wood of a Hundred Acres, and we could see forever, and he would tell me
all about someone named Factors, and a far-off place called Brazil, or something!<br/>
Mr. Robin, would you come with me and $pc.name up to the top of the forest? Only, I don't know how to get there.
<</speech>>
<<narration>>
At this, the robin takes off in the direction of a grassy knoll in the distance, singing its twittering song.<br/>
[[Continue...|summer-court-grabbing-little-bear-paw-race-off]]
<</narration>><<narration>>
What an odd thing for the little bear to be going on about. He's a sweet little creature, but the Feywild has no
doubt addled his poor brain.
<</narration>>
<<player-speech>>
I wish I could be of more help, little bear, but I don't know of any place with hundreds of bakers.
<</player-speech>>
<<narration>>
You look around and see a nearby grassy knoll.
<</narration>>
<<player-speech>>
Perhaps a change of scenery would help jog your memory. Should we try that hill over there? It might not be the same,
but perhaps it will remind you of more.
<</player-speech>>
<<narration>>
The little bear nods and puts his little paw in your hand, and you begin walking through the forest to the small
hill in the distance.<br/>
[[Continue...|summer-court-time-get-close-enough-see-more]]
<</narration>><<narration>>
The little bear's commentary has stirred your mind. There was a forest far away from your home, but not so far that
you hadn't heard its name. It was called the Wood of a Hundred Acres.
<</narration>>
<<player-speech>>
Did you mean the Wood of a Hundred Acres?
<</player-speech>>
<<speech>>
Yes! That was what it was called!
<</speech>>
<<narration>>
The little bear laughs, and you see that his drab little face has brightened as the memories come back to him.
<</narration>>
<<speech>>
I did have a friend, and he and I used to travel to the top of the Wood of a Hundred Acres, and we could see forever,
and he would tell me all about someone named Factors, and a far-off place called Brazil, or something!<br/>
"I do wish I could go back there! It was a good spot for sitting and thinking.
<</speech>>
<<narration>>
You look around and see a nearby grassy knoll.
<</narration>>
<<player-speech>>
Should we try that hill over there, little bear? It might not be the same, but perhaps it will remind you of more.
<</player-speech>>
<<narration>>
The little bear nods and puts his little paw in your hand, and you begin walking through the forest to the small
hill in the distance.<br/>
[[Continue...|summer-court-time-get-close-enough-see-more]]
<</narration>><<narration>>
What an odd thing for the little bear to be going on about. He's a sweet little creature, but the Feywild has no
doubt addled his poor brain.
<</narration>>
<<player-speech>>
I wish I could be of more help, little bear, but I don't know of any place with hundreds of bakers.
<</player-speech>>
<<narration>>
You look around and see a nearby grassy knoll.
<</narration>>
<<player-speech>>
Perhaps a change of scenery would help jog your memory. Should we try that hill over there? It might not be the
same, but perhaps it will remind you of more.
<</player-speech>>
<<narration>>
The little bear nods and puts his little paw in your hand, and you begin walking through the forest to the small
hill in the distance.<br/>
[[Continue...|summer-court-time-get-close-enough-see-more]]
<</narration>><<run Ember.startPuckJourney($pc)>>
<<narration>>
Sometime later, you awaken to find Puck zipping curiously around your head.
<</narration>>
<<speech>>
Why lie down? Nap here is stupid! Nap later! Now up!
<</speech>>
<<narration>>
You shake your head as the hazy, burning blur of the magical effect settles into your bones. And while it seems
something has definitely changed, you notice that your wounds and scars have faded, and you feel strangely
rejuvenated.<br/>
You are once again left disoriented and confused, but you wave your hand in irritation at the needling comments of
your fairy companion and slowly get to your feet.
<</narration>>
<<player-speech>>
Fine, Puck. I'm fine. Let's keep going.
<</player-speech>>
<<narration>>
The little fairy shakes his head in mock disappointment before flitting off. You follow as best you can, feeling
unsettled. Something changed, and you're not certain whether it was for good or ill...<br/>
[[Continue...|summer-court-following-flighty-guide-able-find-entrance]]
<</narration>><<narration>>
Grabbing the little bear by the paw, you race off after the streaking robin, who has taken off in the direction of
a little knoll in a clearing in the distance, with a single tree growing at its crown.<br/>
Bump, bump, bump, up the hill comes the little bear behind you, making all manner of noises like, "Ouch!" and
"Could we - oof - go a little slower, please?" But you press on, for the little robin, zipping and ducking between
trees, has almost disappeared from view.<br/>
But something else begins to happen. As you approach the foot of the knoll, the little stuffed bear begins to get
heavier.
<</narration>>
<<speech>>
Well, now that we've come this far, I don't think I would like to go up the hill, $pc.name. It's very nice down here,
and besides, I think I might have ate a haycorn, and it's stuck in my stomach. It reminds me by getting heavy when I
think about the hill. And it makes my heart beat faster and my eyes feel all itchy.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-grabbing-little-bear-paw-race-off-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.recordPoohSuccess($pc)>>
<<goto "summer-court-know-feeling-youve-felt-time-two">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-certainly-strange-little-bear-youre-unsure">>
<</if>><<narration>>
In time, you get close enough to see more detail. The little knoll has a single tree growing at its crown, with a
little shady spot covered in soft grass.<br/>
You continue your approach to the knoll, thinking this will be a nice stroll to a pleasant sitting spot, but before
long, something else begins to happen. As you approach the foot of the knoll, the little stuffed bear begins to
get heavier.
<</narration>>
<<speech>>
Well, now that we've come this far, I don't think I would like to go up the hill, $pc.name. It's very nice down here,
and besides, I think I might have ate a haycorn, and it's stuck in my stomach. It reminds me by getting heavy when I
think about the hill. And it makes my heart beat faster and my eyes feel all itchy.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-grabbing-little-bear-paw-race-off-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
By following your flighty guide, you are able to find an entrance to the Feyshadow with relative ease. It is in a
tree perched atop a small hillock that is entirely covered in roots.<br/>
You and Puck hunt among these roots on the sunward side of the hillock, and in time, you find the cavern entrance
you seek. It bears no resemblance to the darkened breaks in rock and rubble that normally form entrances to caves
in your world. Instead, the great gap between two roots folds inward like the cavity in a burl, forming the cave's
inner surfaces as it continues into the dark.<br/>
You light a torch and begin your journey into the Feyshadow.<br/>
[[Continue...|summer-court-root-cavern-follow-winds-twists-slow]]
<</narration>><<narration>>
You know that feeling. You've felt it a time or two in your younger years, when you'd wronged your $pc.family.adjective
$pc.family.relationship, $pc.family.name, and you were wrestling with your conscience.<br/>
Your little stuffed companion doesn't know it, but he's feeling ashamed.
<</narration>>
<<player-speech>>
That's shame, little bear. Somewhere up that hill is something you're afraid of.
<</player-speech>>
<<speech>>
Are you sure it's not just haycorns? Besides, I don't wish to go! I remember I promised something. I promised I would
never forget. And I forgot. And I've tried to think the thought, but it just bounced around in my head, and I couldn't
catch it ever.
<</speech>>
<<narration>>
The little bear is whimpering forlornly in your arms now.
<</narration>>
<<player-speech>>
Come on, little bear. The only way past shame is directly towards it. Hiding will only make you lose yourself.
<</player-speech>>
<<narration>>
And with that, you hoist the little bear into your arms and begin staggering up the hill. With every step, he seems
to get heavier in your arms, as if the weight of the forgetting that has burdened him for untold time is brought to
bear with every step up the hill.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Strength">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-know-feeling-youve-felt-time-two-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-ounce-strength-stagger-hill-sweating-straining">>
<<elseif _totalResult lt _dc>>
<<run Ember.adjustHp($pc, -(Ember.rollD4() + Ember.rollD4()))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<goto "summer-court-ounce-strength-stagger-hill-sweating-straining-2">>
<</if>><<narration>>
He is certainly a strange little bear. You're unsure what sort of indigestion he might have come down with out here
in the wilds of the Fey.
<</narration>>
<<player-speech>>
Come on, little bear. It's not far now!
<</player-speech>>
<<narration>>
And with that, you hoist him up into your arms and begin staggering up the hill. With every step, he seems to get
heavier, as if the weight of the forgetting that has burdened him for untold time is brought to bear with every step
up the hill.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Strength">>
<<set _dc = 14>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-know-feeling-youve-felt-time-two-result-check">>
<<include "OmniDiceRollCheck">><<narration>>
The root cavern you follow winds and twists in a slow slope, interrupted occasionally by dropoffs that you are forced
to climb down carefully. Luckily, there is no lack of purchase in the gnarled wood surface.<br/>
Puck keeps up a running string of dubious advice as you climb, clearly impatient at your pace.
<</narration>>
<<speech>>
Climb faster! Foot there! Not there! Jump down now!
<</speech>>
<<narration>>
By the time you have descended the third of these dropoffs, you are thoroughly sick of your companion's advice.
<</narration>>
<<player-speech>>
Puck! PUCK! STOP. TALKING.
<</player-speech>>
<<narration>>
Puck zips to you and hovers near your face.
<</narration>>
<<speech>>
Yes! No talking! We stop now! Silence here!
<</speech>>
<<player-speech>>
Wait, what? Why?
<</player-speech>>
<<speech>>
Loud here is BAD! Quiet! And if loud, only singing!
<</speech>>
<<player-speech>>
Singing? Why singing?
<</player-speech>>
<<speech>>
Breathless Overture! Constant song! Sing with, all is well. Sing against, big troubles! Better to STOP. TALKING.
<</speech>>
<<narration>>
The fairy says, imitating your outburst mockingly.
<</narration>>
<<player-speech>>
And who sings this Breathless Overture?
<</player-speech>>
<<speech>>
Cave does. All do here. The caves sing. The fungi sing. The spiders sing. The walls echo. Better to be silent. Better
to STOP. TALKING.
<</speech>>
<<narration>>
You sigh and nod. Evidently, talking to the little fairy is futile anyway.<br/>
[[Continue...|summer-court-trail-behind-watch-terrain-around-change]]
<</narration>><<narration>>
With every ounce of strength you have, you stagger up the hill, sweating and straining until finally you crest the
hill and drop him by the old tree.<br/>
A blue balloon has been tied to a low branch.<br/>
The little bear stares at it for a long time.
<</narration>>
<<speech>>
I remember. I made a promise. So long ago that only little bits are left in my brain. I promised I would never forget.
Not even when he was a hundred, and I was ninety-nine, which is quite a long time for a bear of very little brains.<br/>
He said I should come up here sometimes, while he was busy not doing Nothing. He said they wouldn't let him do as much
Nothing anymore, and he might not come. But I must never forget. And I forgot. But I remember now. His name was
Christopher Robin.
<</speech>>
<<narration>>
A strange thing happens then, in the sky above the knoll. The sky of early dusk hazes and fades to a reflection, and
far, far above you is another knoll that you and the little bear are looking down on from above, with another tree on
it. Sitting by the tree, resting his chin on his knees, is an old man. His thin old hands are spread out on the grass
beside him, as if feeling for something that isn't there.
<</narration>>
<<player-speech>>
Little bear!
<</player-speech>>
<<narration>>
You whisper.
<</narration>>
<<player-speech>>
Look up in the sky!
<</player-speech>>
<<narration>>
And he does. The light in his face is like the warm sun breaking through dark clouds, or honey on toast for
breakfast.<br/>
[[Continue...|summer-court-christopher-robin-im-coming-dont-understand]]
<</narration>><<narration>>
With every ounce of strength you have, you stagger up the hill, sweating and straining until finally you crest the
hill and drop him by the old tree. By the time you reach the top, the bear must have weighed what you do plus half
again! Memories are weighty things, after all. You're pretty sure you pull several muscles, and you have a new crick
in your back...<br/>
Once you have recovered sufficiently, you look around. The little bear is standing, staring at a blue balloon that
has been tied to a low branch of the tree here.<br/>
He stares at it for a long time.
<</narration>>
<<speech>>
I remember. I made a promise. So long ago that only little bits are left in my brain. I promised I would never forget.
Not even when he was a hundred, and I was ninety-nine, which is quite a long time for a bear of very little brains.<br/>
He said I should come up here sometimes, while he was busy not doing Nothing. He said they wouldn't let him do as much
Nothing anymore, and he might not come. But I must never forget. And I forgot. But I remember now. His name was
Christopher Robin.
<</speech>>
<<narration>>
A strange thing happens then in the sky above the knoll. The sky of early dusk hazes and fades to a reflection, and
far, far above you is another knoll that you and the little bear are looking down on from above, with another tree
on it. Sitting by the tree, resting his chin on his knees, is an old man. His thin old hands are spread out on the
grass beside him, as if feeling for something that isn't there.
<</narration>>
<<player-speech>>
Little bear! Look up in the sky!
<</player-speech>>
<<narration>>
He looks up as you point. The light in his face is like the warm sun breaking through dark clouds, or honey on toast
for breakfast.<br/>
[[Continue...|summer-court-christopher-robin-im-coming-dont-understand]]
<</narration>><<narration>>
As you trail behind him, you watch the terrain around you change from wooded walls to moss-coated greenery, and then
to rock festooned with mushrooms and glowing crystal formations. It is easy to be silently overawed by the endless
variety. Colors here are not dim neutrals, but saturated, luminous brilliants. Moss is greener, and its tendrils move
like blind fingers seeking something in the air. Fungi of every shape and size pulsate and flicker like candles in a
thousand shades.<br/>
You are half-tempted to reach out and touch these wonders, but the moment you extend your hand toward a nearby
twisting, down-covered stem of some undiscovered cave flower, Puck zips back to you and immediately slaps your hand.
It feels like the bite of an ineffective mosquito.
<</narration>>
<<speech>>
Stupid! No touching! No talking, no touching! Why touching? STOP! TOUCHING!
<</speech>>
<<prompt>>
How do you respond to Puck?<br/>
<<link "Touch the cave-flower, just to spite Puck" "summer-court-bat-irksome-fairy-away-run-finger">>
<<run Ember.recordPuckFailure($pc)>>
<</link>><br/>
[[Withdraw your hand|summer-court-alright-alright-dont-slap-ill-swat]]
<</prompt>><<speech>>
Christopher Robin! I'm coming! I don't understand, but I remember! Oh dear, how do I get up there, when I'm down here?
<</speech>>
<<narration>>
In a moment, you've detached the balloon from the nearby branch and tied it firmly to the little bear's paw. He
begins to slowly rise into the air. As he does, he reaches down a paw to you. You reach up and grasp it in your hand.
<</narration>>
<<speech>>
Thank you, $pc.name! You are very brave and clever! I will make sure Christopher Robin knows! Oh, and here. This is
for you. I was saving it for later, but later never arrived, so I think you should have it.
<</speech>>
<<narration>>
And he pulls a little jar of honey from his pocket and presses it into your hand.
<</narration>>
<<speech>>
Goodbye, friend! I hope you find your way home!
<</speech>>
<<narration>>
With a nod, you let go of the little bear. You watch him sail upwards into the reflection above, then downwards towards
the old man on the hill.
<</narration>>
<<speech>>
Pooh Bear!
<</speech>>
<<narration>>
The old man says in a quavering voice.
<</narration>>
<<speech>>
Christopher: You remembered!
Pooh: Well... I forgot for a little, but then I remembered again! $pc.name helped - they're down there in the below
that's also above. Bother. It's hard for a bear of very little brains to say it.
Christopher: Silly old bear!
<</speech>>
<<narration>>
The old man says, in such a loving voice that you feel quite hopeful again.<br/>
And just as fast as it appeared, the reflection in the sky is gone.<br/>
You sit on the hilltop for a long time, thinking about home. You have a little honey while you're there. When you're
ready, you stand up again, brush the dust off yourself, and begin your journey again.<br/>
<<link "Continue..." "summer-court-long-time-later-autumnal-terrain-shifts">>
<<run Ember.adjustInspiration($pc, Ember.getPoohRewardDie($pc), 1)>>
<</link>>
<</narration>><<narration>>
You bat the irksome fairy away, and run your finger along the downy soft stem of the flower. It is, indeed, downy-soft.
You contemplate using it for sanitary paper. It's probably triple quilted...<br/>
But other than your ruminations on sanitary paper, nothing happens.<br/>
You look at Puck and raise an eyebrow while petting the delightfully soft flower.<br/>
Puck glares at you.
<</narration>>
<<speech>>
Stupid human. Just wait. Stupid comes back around.
<</speech>>
<<narration>>
And he flits off into the dark. You follow, feeling the internal glow of petty triumph.<br/>
[[Continue...|summer-court-many-hours-pass-silence-longest-time]]
<</narration>><<player-speech>>
Alright, alright! But don't slap me again, or I'll swat you like a fly.
<</player-speech>>
<<narration>>
You whisper to Puck.
<</narration>>
<<speech>>
What is 'fly'? I fly. Humans make no sense! You swat me, you lose guide! I win!
<</speech>>
<<player-speech>>
You'd be dead if I swatted you, Puck.
<</player-speech>>
<<speech>>
Yes, dead, but also win! Die winner! Best death!
<</speech>>
<<narration>>
You stare at the little fairy incredulously and shake your head.
<</narration>>
<<player-speech>>
Gods, spare me from foolish fairies.
<</player-speech>>
<<narration>>
You mutter under your breath.
<</narration>>
<<speech>>
I hear that!
<</speech>>
<<narration>>
Puck titters quietly and zips off into the dark. You follow him, grinding your teeth in frustration at your misanthropic
guide.<br/>
[[Continue...|summer-court-many-hours-pass-silence-longest-time]]
<</narration>><<narration>>
A long time later, the Autumnal terrain shifts slowly into an endless marshland, blanketed by heavy, still air that
clings to you. When you breathe it in, it clogs your lungs, leaving you breathless and making your progress
frustratingly slow.<br/>
Suddenly, 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. You have felt this before. And last time, something about you changed
drastically.<br/>
You don't have time for this! But you cannot stop it...
<</narration>>
<<run Ember.longRest($pc)>>
<<run UI.update()>>
<<set _nextPassage = "summer-court-sometime-later-awake-heavy-air-continues">>
<<include "WildMagic">><<narration>>
Many hours pass in silence. For the longest time, you watch these sights until you become aware of a background
harmony emerging from the noises of the cave. Beneath the constant drips falling and the echoes of loose rock
tumbling into unseen depths, a deep hum creeps stealthily into your ears and vibrates subtly in your chest. It is
a warm, steady thrum that is oddly comforting.<br/>
As you contemplate the warm hum all around you, you pass into an underground forest of sorts. You are not surrounded
by trees, though, so much as a tangle of brush that covers every surface of the cave walls and crowds in upon you
and your guide.<br/>
Puck zips through this arcane foliage with ease, but returns several nervous minutes later when he notices you have
not followed him.
<</narration>>
<<player-speech>>
Puck, I can't go where you go. I'm far larger than you!
<</player-speech>>
<<narration>>
You say under your breath.
<</narration>>
<<speech>>
I forget human is large cow. Slower, different path. Carefully! Danger here!
<</speech>>
<<narration>>
You bristle at being called a large cow, but let it pass.
<</narration>>
<<player-speech>>
What is dangerous here?
<</player-speech>>
<<speech>>
Many leaves and berries. Some bless, some curse. No knowing which. Better to shut mouth.
<</speech>>
<<player-speech>>
So some of these may confer a blessing on me? What kind of blessing? What kind of curse?
<</player-speech>>
<<speech>>
For fairies, full of life or can't feel face for long time. Not fun.
<</speech>>
<<player-speech>>
And you don't know which is which?
<</player-speech>>
<<speech>>
No. Same looks, same plant. Prankster plant. Better shut mouth.
<</speech>>
<<narration>>
And he flits off to find a different way through the brush where you might follow.<br/>
You notice the berries of which Puck has spoken hanging nearby. You feel very worn down and think that perhaps it
might be worth the risk of rejuvenation...<br/>
<</narration>>
<<prompt>>
How do you respond to Puck's information?<br/>
<<link "Take a chance and eat the strange berries" "summer-court-wait-until-puck-well-away-pluck">>
<<run Ember.recordPuckFailure($pc)>>
<</link>><br/>
[[Follow Puck's advice|summer-court-while-puck-exasperating-guide-certain-best]]
<</prompt>><<narration>>
Sometime later, you awake. The still, heavy air continues to burden your breathing, but something has changed. You
shake your head as the hazy, burning blur of the magical effect settles into your bones. And while it seems something
has definitely changed, you notice that your wounds and scars have faded, and you feel strangely rejuvenated.<br/>
You collect yourself and get to your feet, feeling unsettled all the while. Something changed, and you're not certain
whether it was for good or ill. However, you have no choice but to continue...<br/>
<</narration>>
<div id="summer-court-sometime-later-awake-heavy-air-continues-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-sometime-later-awake-heavy-air-continues-fadein" transition>>
<<include "summer-court-sometime-later-awake-heavy-air-continues-fadein">>
<</replace>>
<</timed>><<image-medium "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "center">>
<<narration>>
The sun moves down the sky by agonizingly slow degrees until you see on the horizon a mighty tree, framed by an
impossibly large dusk-ward sun that rests on the horizon.<br/>
You find yourself walking along roots that are like highways, leaping from one to the other as they emerge and then
plunge again into the marshy land. In time, you finally come to the colossal trunk of the tree.<br/>
It dwarfs you in every respect. You cannot help but feel intimidated by the sheer sublime majesty of it. The thought
of killing this being is unfathomable, both in means and as an end...<br/>
Nestled into one corner of the great tree is a beautiful shrine of cut crystal. An altar inside has offerings that
bear obvious marks of Winter: beautifully carved figurines of eternal ice, flowers frozen in perfect bloom, and many
other small pieces of preserved beauty, left for the great tree.<br/>
You scramble around the great trunk to see the far side. As you reach around a huge burl and pull your body around,
you suddenly recoil. There is no ground on the far side of the tree! The roots do not stretch outward into land as
they did behind; they reach downward along the face of a sheer cliff that disappears into a misty nothing beneath.
The mighty sun seems to rest on this misty ambit, in which no horizon is visible. Thick clouds below fade into golden
sky, grading into oranges, pinks, purples, and blues.<br/>
Your reverie is interrupted by a forceful yank from behind. You feel yourself being lifted unceremoniously into the
air by the scruff of your cloak and spun around to the dark side of the tree once more. You are suspended a dizzying
height above the ground, and by flailing and reaching, you can feel that you have been grabbed by a hooked branch that
grasps you not unlike long fingers.<br/>
A crabbed, cracking, shrill voice echoes into the silence, interrupting your frantic breathing and squirming:
<</narration>>
<<speech>>
What in all of the four seasons do you think you're doing?
<</speech>>
<<narration>>
[[Continue...|summer-court-look-around-wildly-trying-locate-source]]
<</narration>><<narration>>
You wait until Puck is well away from you and pluck one of the berries from the nearby branch. It is similar in form
to a blackberry, cool to the touch, and a deep golden yellow. You stuff it quickly into your mouth.
<<if $pc.stats.con.value lt 12>>
<br/>
<<link "Continue..." "summer-court-find-body-mind-instantly-rejuvenated-feel">>
<<run Ember.adjustHp($pc, $pc.hp.max)>>
<<run Ember.adjustD6Inspiration($pc, 1)>>
<</link>>
<</if>>
<</narration>>
<<if $pc.stats.con.value gte 12>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Constitution">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-wait-until-puck-well-away-pluck-result-check">>
<<include "OmniDiceRollCheck">>
<</if>><<if _totalResult gte _dc>>
<<run Ember.adjustHp($pc, $pc.hp.max)>>
<<run Ember.adjustD6Inspiration($pc, 1)>>
<<run UI.update()>>
<<include "summer-court-find-body-mind-instantly-rejuvenated-feel">>
<<else>>
<<include "summer-court-while-nothing-happens-feel-lips-numbing">>
<</if>><<narration>>
While Puck is an exasperating guide, you are certain that your best course of action is to follow his advice. You move
past the tempting-looking fruit and follow the flitting fairy further into the brush. Best to avoid danger and be done
with this journey, wondrous as the sights might be...<br/>
[[Continue...|summer-court-continue-deep-thrum-followed-steps-echoing]]
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You look around wildly, trying to locate the source of the voice, but all there is is the massive tree, swinging past
your vision as you hang in the air.
<</narration>>
<<player-speech>>
Help! Please! Help!
<</player-speech>>
<<speech>>
Oh, stopper up your fool mouth, you nincompoop! It was quiet for a whole century before you showed up!
<</speech>>>
<<narration>>
The gnarled branch that has you in its grasp shakes you until you are dislodged and arc through the air. You land in
a heap in the crown of the tree, in a wide collar from which several branches diverge. The branches themselves are
wider than any tree you have ever seen.
<</narration>>
<<speech>>
Sun and moon, you're small. And you breathe too loud! Stop it! I can't think!
<</speech>>
<<narration>>
You try to calm your breathing, all the while feeling your heart hammering in your chest.
<</narration>>
<<speech>>
I said stop it! Dreams and dross! When I was young, people left their neighbors alone and didn't go climbing all
over them without so much as a 'how do you do'! Back in those days, you knew who your neighbors were, and you could
trust a tree to leave you well alone. And if you called in for a half a cup of milk, by sun and sky, they would tell
you to piss off! And you would do it! But these days it isn't the same. All the trees up and left for the big city,
with its bright lights and its new-fangled tricks. All that cockamamy nonsense. Here one day, gone the next! Nobody
sits in the sun and just listens!
<</speech>>
<<player-speech>>
I'm looking for...
<</player-speech>>
<<speech>>
Shut up, I'm talking! Interrupting your elders like some young upstart sapling. I oughta smack you upside the head!
<</speech>>
<<narration>>
And you feel a branch smack you upside the head.
<</narration>>
<<prompt>>
How do you respond to the tree?<br/>
[[Hey! Quit that!|summer-court-hey-quit-yell-draw-oh-ho]]<br/>
[[Freeze, and hope the tree will stop rambling eventually|summer-court-freeze-hand-mouth-moment-angry-rustling]]
<</prompt>><<narration>>
You find that your body and mind are instantly rejuvenated. You feel better than you have since you came here! That
fairy clearly has no idea what he's talking about.<br/>
You follow after your exasperating guide, who has found a way through the brush that will only just accommodate you.
You resolve to take all of his advice with a very large grain of salt.<br/>
[[Continue...|summer-court-continue-deep-thrum-followed-steps-echoing]]
<</narration>><<narration>>
For a while, nothing happens. Then you feel your lips numbing, then your tongue, and eventually your nose. You touch
your face, and it feels like limp rubber.
<</narration>>
<<player-speech>>
Puu--hh! Puu--hh!!!
<</player-speech>>
<<narration>>
You call after the fairy in increasingly loud whispers, panicked at your condition.<br/>
Puck zips back to you from amidst the brush, takes one look at you, and shakes his tiny head in disappointment.
<</narration>>
<<speech>>
Stupid, stupid large cow. No ears for hearing. How still alive?
<</speech>>
<<narration>>
You glare daggers at him.
<</narration>>
<<player-speech>>
-ow -onnnggg?
<</player-speech>>
<<speech>>
Human sound now look now like cow. Large cow. Large cow sounds.
<</speech>>
<<narration>>
Puck says matter-of-factly.
<</narration>>
<<speech>>
Face come back. Probably days. No knowing. Never seen large cow eat face-berry. Time for going!
<</speech>>
<<narration>>
And he's off again.<br/>
You hang your head in shame at your own stupidity before following after the fairy, who has found a way through the
brush that will only just accommodate you. You proceed in silence, in the knowledge that speaking is probably
dangerous, and even if you tried, understanding you would be difficult now. Because your face is numb. Because you're
an idiot.<br/>
[[Continue...|summer-court-continue-deep-thrum-followed-steps-echoing-2]]
<</narration>><<narration>>
You continue on, the deep thrum that has followed your steps still echoing in your chest and your ears. By and by,
you come across a vast cavern where innumerable versicolored stalactites and stalagmites form a mighty colonnade
that stretches to the edges of your vision.<br/>
The thrum changes and grows. Harmonies upon harmonies are added as you walk between the columns, until, to your ear,
you are standing in the midst of a great unmoving choir, overwhelming and unending, singing without pause for breath.<br/>
You motion Puck over and begin to whisper to him,
<</narration>>
<<player-speech>>
Puck, what is...
<</player-speech>>
<<narration>>
Puck gestures frantically for you to be silent, but the words are spoken, and immediately you feel a dissonance
resonate through the air. You watch the colors in the cave formations around you pulse in waves. The vibrations
winnow through you, nearly making you vomit.<br/>
You look up at Puck, whose face betrays sheer terror.
<</narration>>
<<speech>>
Sing! Sing, Large Cow! Sing with Breathless Overture!
<</speech>>
/* Base DC 12, plus 2 for each failure on the way here with Puck (Ember.getPuckFailures). */
<<set _diceRollCheck_header = "Sing with the Breathless Overture (Performance - Charisma)">>
<<set _targetStat = "Charisma">>
<<set _dc = 12 + (2 * Ember.getPuckFailures($pc))>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-continue-deep-thrum-followed-steps-echoing-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-waves-dissonance-batter-body-making-breath">>
<<else>>
<<goto "summer-court-waves-dissonance-batter-body-making-breath-2">>
<</if>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<player-speech>>
Hey, quit that!
<</player-speech>>
<<narration>>
You yell, and you draw your <<print Ember.getItemNarrationName($pc.weapon)>>.
<</narration>>
<<speech>>
Oh ho ho! Look who's a little big for their own shoes!
<</speech>>
<<narration>>
Another branch whips down and smacks you again! Then another!
<</narration>>
<<player-speech>>
Stop it!
<</player-speech>>
<<narration>>
You yell again, and at the next branch that swings down at you, you swing wildly, hoping to dissuade the tree from
attacking you.
<</narration>>
/* An attack roll outside combat: d20 + the player's attack bonus (Ember.getAttackBonus) against the branch's AC 16. */
<<set _diceRollCheck_header = "Make an Attack Roll out of Combat">>
<<set _targetStat = null>>
<<set _extraBonus = Ember.getAttackBonus($pc)>>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-hey-quit-yell-draw-oh-ho-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-hear-next-branch-whistling-through-air">>
<<else>>
<<include "summer-court-hear-next-branch-whistling-through-air-2">>
<</if>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You freeze with your hand over your mouth, and for a moment, there is only an angry rustling of leaves and scraping of
branch on branch.
<</narration>>
<<speech>>
Yer damn right, sonny Jim! Climbing on my roots, peeking over the edge, like I'm some sort of dumb rock. The cheek
of it! I'm OLD! I'm not DEAD! I've half a mind to SMACK you again. And I'll do it! Don't you forget!
<</speech>>
<<narration>>
So you stay frozen. The silence stretches into discomfort. You find you have to pee, but you dare not for obvious
reasons. You very slowly take your hand off your face and whisper into the air,
<</narration>>
<<player-speech>>
Can I talk now?
<</player-speech>>
<<narration>>
A tense few seconds follow before,
<</narration>>
<<speech>>
Fine. But don't think I won't hit you again, you young whippersnapper!
<</speech>>
<<narration>>
And a branch waves at you threateningly.
<</narration>>
<<player-speech>>
Uhh... I'm here at Lady Titania's request.
<</player-speech>>
<<speech>>
Lady Titania, you say? What does that stupid flower girl want?
<</speech>>
<<prompt>>
How will you respond to the tree?<br/>
[[Tell the truth|summer-court-name-im-lady-titanias-request-kill]]<br/>
[[Lie|summer-court-well-sent-because-wants-irritate-winter]]
<</prompt>><<narration>>
You continue on, the deep thrum that has followed your steps still echoing in your chest and your ears. By and by, you
come across a vast cavern where innumerable versicolored stalactites and stalagmites form a mighty colonnade that
stretches to the edges of your vision.<br/>
The thrum changes and grows. Harmonies upon harmonies are added as you walk between the columns, until, to your ear,
you are standing in the midst of a great unmoving choir, overwhelming and unending, singing without pause for breath.<br/>
You lose yourself in the majesty of this spectacle. You forget where you were going and why. You have no idea how long
it is before you regain control of your mind, but Puck is nowhere to be seen.<br/>
You whisper as loudly as you dare through your numb face.
<</narration>>
<<player-speech>>
Puu--hh! Puu--hh!!!
<</player-speech>>
<<narration>>
Puck appears suddenly at your side and gestures frantically for you to be silent, but you cannot take back your
unintelligible whispers. Immediately, you feel a dissonance resonate through the air. You watch the colors in the cave
formations around you pulse in waves. The vibrations winnow through you, nearly making you vomit.<br/>
You look up at Puck, whose face betrays sheer terror.
<</narration>>
<<speech>>
Sing! Sing, Large Cow! Sing with Breathless Overture!
<</speech>>
/* Base DC 12, plus 2 for each failure on the way here with Puck (Ember.getPuckFailures). */
<<set _diceRollCheck_header = "Sing with the Breathless Overture (Performance - Charisma)">>
<<set _targetStat = "Charisma">>
<<set _dc = 12 + (2 * Ember.getPuckFailures($pc))>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-continue-deep-thrum-followed-steps-echoing-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-waves-dissonance-batter-body-making-breath-3">>
<<else>>
<<goto "summer-court-waves-dissonance-batter-body-making-breath-4">>
<</if>><<narration>>
The waves of dissonance batter your body, making every breath labored. The ground beneath you trembles and quakes. You
feel, rather than hear, the cracks forming in the mighty cave structures around you.
<</narration>>
<<speech>>
SING LARGE COW!
<</speech>>
<<narration>>
Puck pleads with you desperately.
<</narration>>
<<speech>>
WHY NOT SING! I SAY SHUT FACE, YOU OPEN MOUTH! I SAY SING, YOU SHUT MOUTH! SING! SHUT FACE! MAKE COW NOISE!
<</speech>>
<<narration>>
You listen to the harmonies beneath the dissonance, and you begin to sing. Not a melody or moving line, but a base
tonic note that mirrors the resonance in your chest. You feel it converge and reinforce the sound all around you.<br/>
Your voice climbs higher, finding a harmonious interval above it, and you let the sound of your voice intermingle
and scaffold the second note of the cave's harmony.<br/>
You pitch your voice still higher, finding a higher pitch that joins the notes below in a well ordered euphony. You
feel beneath your feet the rumblings of the cavern architecture stabilizing, and the cracking and crumbling
dissipating.<br/>
You reach for one last note, high in your vocal register. You sense it and key into the narrow band of the note,
sensing intuitively the perfection that emerges as the great chord that holds this cave together dissipates and
banishes the cacophony you introduced.<br/>
The ululations and discolorations in the great columns dissipate. The resonance that disturbed you is gone, and all
that remains is the Breathless Overture in its restored perfection. You let your voice trail off and breathe a very
careful sigh of relief.<br/>
Puck zips and flickers in silent relief and motions you onward. With the utmost care, you follow along, with a deep
respect for beautiful things that should not be disturbed by human clumsiness.<br/>
<<link "Continue, and gain a D8 Inspiration Die for stabilizing the Breathless Overture" "summer-court-turns-close-destination-short-time-later">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
The waves of dissonance batter your body, making every breath labored. The ground beneath you trembles and quakes.
You feel, rather than hear, the cracks forming in the mighty cave structures around you.
<</narration>>
<<speech>>
SING LARGE COW!
<</speech>>
<<narration>>
Puck pleads with you desperately.
<</narration>>
<<speech>>
WHY NOT SING! I SAY SHUT FACE, YOU OPEN MOUTH! I SAY SING, YOU SHUT MOUTH! SING! SHUT FACE! MAKE COW NOISE!
<</speech>>
<<narration>>
You listen to the harmonies beneath the dissonance, and you begin to hum along. It is all you can do when you cannot
move your lips or tongue properly. But something about the harmonies of the cave eludes you. Your voice warbles -
climbing and falling, trying to find a note that will dissipate the growing cacophony.<br/>
Your efforts are making it worse...<br/>
You try a note higher on the scale, but your voice is even more unsteady in this register. The sound coming from you
combines with the dissonance all around to make a rending, screeching groan. The shaking and cracking of the cavern
crescendos, and the pulsing discolorations of the columns grow and increase until the very earth vibrates in angered
discontent.
<</narration>>
<<speech>>
NO MORE SINGING, LARGE COW! NOW RUN!!!
<</speech>>
<<narration>>
And Puck streaks away desperately.<br/>
You give up your song and plunge after him, hoping he knows the way and that you can find it before the cavern
inevitably collapses.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10 + (2 * Ember.getPuckFailures($pc))>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-waves-dissonance-batter-body-making-breath-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-dodge-leap-through-cracking-heaving-jungle">>
<<else>>
<<goto "summer-court-dodge-leap-through-cracking-heaving-jungle-2">>
<</if>><<narration>>
You hear the next branch whistling through the air, and you react instantly. Your aim is true! Your
<<print Ember.getItemNarrationName($pc.weapon)>> sends the end of a stick careening off into the distance, cut
cleanly from its branch.
<</narration>>
<<speech>>
Ow! You little wretch! That's come right off! Do you know how many years it took me to grow that? I should bend
you over and give you a good hiding! Come here!
<</speech>>
<<narration>>
And multiple branches start dodging and whipping at you from all directions!
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 20>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-hear-next-branch-whistling-through-air-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-know-whats-coming-time-quick-feet">>
<<else>>
<<include "summer-court-branches-whip-slap-available-surface-body">>
<</if>><<narration>>
You hear the next branch whistling through the air, and you react, but the whipping branch is too fast for you.
<</narration>>
<<player-speech>>
Ouch! Hey!
<</player-speech>>
<<speech>>
That's right, you clodhopper! I've been floating like a butterfly and stinging like a bee since before you could
properly piss the bed! Take THAT! And THAT! Aaand THAT!! Hah!
<</speech>>
<<narration>>
The voice, which surely belongs to the tree, sounds like it's enjoying itself.<br/>
You curl up in the crook of the tree as the blows keep raining down on you. Eventually, they abate.<br/>
<<link "Uncurl slowly" "summer-court-uncurl-moment-immediately-get-whacked-hah">>
<<run Ember.adjustHp($pc, -Ember.rollD6())>>
<<run Ember.adjustHp($pc, -1)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<player-speech>>
My name is $pc.name. I'm here by Lady Titania's request, to kill you.
<</player-speech>>
<<narration>>
There is a brief, stunned silence. Any second, you expect some violent reaction, perhaps even death, but what comes
instead is crackly, wheezy, high-pitched laughter. On and on it goes, and the tree shakes and rolls with it.
<</narration>>
<<speech>>
HA HA! Oh, Hee Hee Hee, Ho Ho! She sent YOU-hoohoo to kill ME! AAAAHAHAHAH! Night and Day!! Ahah! With a little
<<print Ember.getItemNarrationName($pc.weapon)>>, haha! Ahahahaheeheehee!! What were you going to do? BORE me to
death?? HAHA! Stop, no, no, please! I might actually die laughing!!! AH HAHAHAHA! Ah ha! Ho Ho! Oh, oh my!<br/>
Oh, that was good! I haven't laughed that hard since The Sleeping One farted in the middle of the Pantomime! Hah!
<</speech>>
<<narration>>
The cragged, barky surface of a nearby branch creaks and cracks until it forms a lined and wrinkled old face that
peers out at you from little pitted hollows where eyes should be.
<</narration>>
<<speech>>
Hah! Well, you have gumption, young buck, I'll give you that! What are you, anyways? And why are you dragging the
Bounding Line around with you? Don't you know concealed carrying like that will get you in trouble?
<</speech>>
<<player-speech>>
My name is $pc.name, and I'm a human. And the Bounding Line isn't my fault!
<</player-speech>>
<<speech>>
No, I suppose it wouldn't be at that. Human, you say. I haven't heard of one of your kind in ages! Humph! Well, are
you actually here to try to kill me? Is that what that troublesome little waif told you to come here and do?
<</speech>>
<<narration>>
You nod.
<</narration>>
<<speech>>
Bold as brass!
<</speech>>
<<narration>>
And there is a brief silence.
<</narration>>
<<speech>>
Well, we might as well be introduced, then: Grumbledusk.
<</speech>>
<<narration>>
The great old tree says.<br/>
And a spindly branch much like a hand, with uncannily long fingers, extends towards you in an unmistakable offer of a
handshake...
<</narration>>
<<prompt>>
How would you like to deal with Grumbledusk?<br/>
[[Conspire with him|summer-court-intending-conspire-truthfully-grumbledusk-lying-trying]]<br/>
[[Try to kill him|summer-court-look-warily-spiny-branch-hand-offered]]<br/>
[[Deceive the tree|summer-court-take-spiny-branch-hand-offered-shake]]
<</prompt>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<player-speech>>
Well, she sent me because she wants to irritate the Winter Queen.
<</player-speech>>
<<speech>>
Tell me something I don't know, bonehead!
<</speech>>
<<player-speech>>
Well, yes, but she wants your help to do it.
<</player-speech>>
<<speech>>
And why, in the name of my patchy bald trunk, would I help the Summer Queen irritate the Winter Queen? I've been
around teenage girls before. It's terrible! Almost decided to uproot and walk away!
<</speech>>
<<player-speech>>
She didn't... tell me that part. And I didn't feel like I could ask. She wasn't exactly well disposed to me when
I left.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-well-sent-because-wants-irritate-winter-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-old-tree-grunts-chuckles-himself">>
<<else>>
<<include "summer-court-long-silence-hangs-air-another-branch">>
<</if>><<narration>>
The waves of dissonance batter your body, making every breath labored. The ground beneath you trembles and quakes.
You feel, rather than hear, the cracks forming in the mighty cave structures around you.
<</narration>>
<<speech>>
SING LARGE COW!
<</speech>>
<<narration>>
Puck pleads with you desperately.
<</narration>>
<<speech>>
WHY NOT SING! I SAY SHUT FACE, YOU OPEN MOUTH! I SAY SING, YOU SHUT MOUTH! SING! SHUT FACE! MAKE COW NOISE!
<</speech>>
<<narration>>
You listen to the harmonies beneath the dissonance, and you begin to hum along. It is all you can do when you cannot
move your lips or tongue properly. You choose a base tonic note that mirrors the resonance in your chest. You feel it
converge and reinforce the sound all around you.<br/>
Your voice climbs higher, finding a harmonious interval above it, and you let the sound of your voice intermingle and
scaffold the second note of the cave's harmony.<br/>
You pitch your voice still higher, finding a higher pitch that joins the notes below in a well-ordered euphony. You
feel beneath your feet the rumblings of the cavern architecture stabilizing, and the cracking and crumbling
dissipating.<br/>
You reach for one last note, high in your vocal register. You sense it and key into the narrow band of the note,
sensing intuitively the perfection that emerges as the great chord that holds this cave together dissipates and
banishes the cacophony you introduced.<br/>
The ululations and discolorations in the great columns dissipate. The resonance that disturbed you is gone, and all
that remains is the Breathless Overture in its restored perfection. You let your voice trail off and breathe a very
careful sigh of relief.<br/>
Puck zips and flickers in silent relief and motions you onward. With the utmost care, you follow along, with a deep
respect for beautiful things that should not be disturbed by human clumsiness.<br/>
<<link "Continue, and gain a D8 Inspiration Die for stabilizing the Breathless Overture" "summer-court-turns-close-destination-short-time-later-2">>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
The waves of dissonance batter your body, making every breath labored. The ground beneath you trembles and quakes. You
feel, rather than hear, the cracks forming in the mighty cave structures around you.
<</narration>>
<<speech>>
SING, LARGE COW!
<</speech>>
<<narration>>
Puck pleads with you desperately.
<</narration>>
<<speech>>
WHY NOT SING! I SAY SHUT FACE, YOU OPEN MOUTH! I SAY SING, YOU SHUT MOUTH! SING! SHUT FACE! MAKE COW NOISE!
<</speech>>
<<narration>>
You listen to the harmonies beneath the dissonance, and you begin to sing, but something about the harmonies of the
cave eludes you. Your voice warbles - climbing and falling, trying to find a note that will dissipate the growing
cacophony.<br/>
Your efforts are making it worse...<br/>
You try a note higher on the scale, but your voice is even more unsteady in this register. The sound coming from you
combines with the dissonance all around to make a rending, screeching groan. The shaking and cracking of the cavern
crescendos, and the pulsing discolorations of the columns grow and increase until the very earth vibrates in angered
discontent.
<</narration>>
<<speech>>
NO MORE SINGING, LARGE COW! NOW RUN!!!
<</speech>>
<<narration>>
And Puck streaks away desperately.<br/>
You give up your song and plunge after him, hoping he knows the way and that you can find it before the cavern inevitably collapses.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 10 + (2 * Ember.getPuckFailures($pc))>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-waves-dissonance-batter-body-making-breath-4-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-dodge-leap-through-cracking-heaving-jungle-3">>
<<else>>
<<goto "summer-court-dodge-leap-through-cracking-heaving-jungle-2">>
<</if>><<narration>>
And it turns out you are very close to your destination. A very short time later, Puck gestures you over and points
towards a brilliant crevasse floored by what looks like smooth glass. He disappears in a flash down the crystalline
cavern, and you hear an echoed whisper carried back to you.
<</narration>>
<<speech>>
Last part best part, Large Cow!
<</speech>>
<<narration>>
You take a deep breath and start down the slippery glass-floored passageway, and find yourself before long sliding
uncontrollably down narrow twisting passageways. You gain speed until you are flying blindingly down the passage, your
body snaking up the walls and around as you streak downwards faster and faster, and then... upwards?...but with no
reduction in speed. You are utterly disoriented, and your voice is raw from your terrified screams.<br/>
And then you burst forth into cold night air, flying high in the air. You land not far away with a painful thud on
the snow.<br/>
[[Continue...|summer-court-moment-lie-heaving-contents-stomach-tumultuous]]
<</narration>><<narration>>
You dodge and leap through the cracking heaving jungle of cave formations. You hear them groaning and crashing behind
you, pounding to the ground and disordering what remains of the cavern's Breathless Overture.<br/>
Puck zigs and zags through the falling maze, finally streaking towards a brilliant crevasse floored by what looks like
smooth glass. You dive towards it right behind him and find yourself sliding uncontrollably down narrow twisting
passageways. Behind you, closer and closer, the crystalline passage explodes into a thousand shards and fragments,
peppering you as you streak along in front of the chaos. Your body snakes up the walls and around as you streak
downwards faster and faster, and then... upwards?...but with no reduction in motion. You are utterly disoriented, and
your voice is raw from your terrified screams.<br/>
And then you burst forth into cold night air, flying high in the air ahead of an explosion of crystalline glass. You
land not far away with a painful thud on the snow.<br/>
[[Continue...|summer-court-moment-lie-heaving-contents-stomach-tumultuous-2]]
<</narration>><<narration>>
You dodge and leap through the cracking, heaving jungle of cave formations. You hear them groaning and crashing behind
you, pounding to the ground and disordering what remains of the cavern's Breathless Overture.<br/>
Puck zigs and zags through the falling maze, finally streaking toward a brilliant crevasse floored by what looks like
smooth glass. You dive toward it right behind him and find yourself sliding uncontrollably down narrow, twisting
passageways. Behind you, closer and closer, the crystalline passage explodes into a thousand shards and fragments,
peppering you as you streak along ahead of the chaos. Your body snakes up the walls and around as you streak downward
faster and faster, and then... upwards?...but with no reduction in motion. You are utterly disoriented, and your voice
is raw from your terrified screams.<br/>
And the glass explodes inexorably behind you, faster and faster, until you feel it stabbing and slashing at you as it
collapses around you.<br/>
There is a brief moment when the world pauses, and you see the Fool appear beside you, tug at a gold thread around your
left ankle, wink at you, and disappear. Then the cave collapses around you, and all is blackness...<br/>
[[Continue...|feybound-generic-you-died-message]]
<</narration>><<narration>>
You know what's coming this time, and you are quick on your feet. You bat away every branch that lashes towards you
with your <<print Ember.getItemNarrationName($pc.weapon)>>, or dance deftly out of their reach.<br/>
Eventually, the voice, which all the while has been making grunts and shouting expletives at you with increasing
intensity, finally gives up. Between gasps for air, it says,
<</narration>>
<<speech>>
Don't think *gasp* *wheeze* you've gotten away with *cough cough* ANYTHING you *huff* *puff* tiny elf-turd! If I were
*pant, pant* a few hundred years younger, I would *cough* straighten you out good!
<</speech>>
<<player-speech>>
Can I talk now?
<</player-speech>>
<<narration>>
The tree doesn't respond, save for more labored rasping and panting.<br/>
[[Continue...|summer-court-name-im-lady-titanias-request-kill]]
<</narration>><<narration>>
Branches whip and slap at every available surface of your body, overwhelming you almost instantly!
<</narration>>
<<speech>>
That's right, you clodhopper! I've been floating like a butterfly and stinging like a bee since before you could
properly piss the bed! Take THAT! And THAT! Aaand THAT!! Hah!
<</speech>>
<<narration>>
The voice, which surely belongs to the tree, sounds like it's enjoying itself.
You curl up in the crook of the tree as the blows keep raining down on you. Eventually, they abate.<br/>
<<link "Uncurl slowly" "summer-court-uncurl-moment-immediately-get-whacked-hah">>
<<run Ember.adjustHp($pc, -Ember.rollD6())>>
<<run Ember.adjustHp($pc, -1)>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You uncurl for a moment, but immediately get whacked again.
<</narration>>
<<speech>>
Hah! That one was so you remember next time, lunkhead!
<</speech>>
<<narration>>
You lie there for longer this time, then try uncurling slowly again. The branch feints another slap, and you hear the
tree chuckle when you cower down again. You are eventually allowed to stand up.
<</narration>>
<<player-speech>>
Can I talk now?
<</player-speech>>
<<narration>>
You whisper into the air.<br/>
A tense few seconds follow before,
<</narration>>
<<speech>>
Fine. But don't think I won't hit you again, you young whippersnapper!
<</speech>>
<<narration>>
And a branch waves at you threateningly.
<</narration>>
<<player-speech>>
Uhh... I'm here at Lady Titania's request.
<</player-speech>>
<<speech>>
Lady Titania, you say? What does that stupid flower girl want?
<</speech>>
<<prompt>>
How will you respond to the tree?<br/>
[[Tell the truth|summer-court-name-im-lady-titanias-request-kill]]<br/>
[[Lie|summer-court-well-sent-because-wants-irritate-winter]]
<</prompt>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<prompt>>
Are you intending to conspire truthfully with Grumbledusk, or are you lying to him, trying to manipulate him into helping you?<br/>
[[I'm lying to him to get his help|summer-court-take-spiny-branch-hand-offered-shake-2]]<br/>
/* Bound to Summer, the oath stops the player scheming against Titania mid-plan (-4); unbound, they can (-3). */
<<if $pc.feyCourt is "summer">>
[[I'm conspiring with Grumbledusk in good faith|summer-court-take-spiny-branch-hand-offered-shake-4]]
<<else>>
[[I'm conspiring with Grumbledusk in good faith|summer-court-take-spiny-branch-hand-offered-shake-3]]
<</if>>
<</prompt>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You look warily at the spiny branch-hand offered to you, but you do not shake it. The stick fingers crack and twitch
unsettlingly.
<</narration>>
<<speech>>
Oho! So the idiot is happy doing the Twit's dirty work! Do you actually think you can kill me? You're stupider than
you look, and you really do look like a numbskull!<br/>
Well? If you're going to kill me, get on with it!
<</speech>>
<<narration>>
Grumbledusk say, mockingly.
<</narration>>
<<speech>>
Take out your <<print Ember.getItemNarrationName($pc.weapon)>> and start poking, or whatever your plan was. Or maybe
your were going to try a battle of wits? Sounds like you fell for one of the classic blunders! The most well-known is
never get involved in a land war in Asia, but nearly as well known is never get involved in a battle of wits with an
Ancient Fey Tree when DEATH is on the line!<br/>
Oh, you don't have a plan at all? Why am I not surprised. Well come on then, bum-fleck! Put 'em up! Give me your best
shot! I'll even keep the fight fair - I won't drop you off the cliff until you're actually dead! Come on, numbskull!
I'm going to smack you until you stop moving! I'll give you a three-count. One...two...
<</speech>>
<<narration>>
And as he counts, Grumbledusk picks you up by your scruff once more, and unceremoniously drops you at the foot of his
mighty trunk.<br/>
Your anger burns inside you. Nobody talks to you like that! Not even Ancient Fey Trees!<br/>
[[Continue...|summer-court-hide-best-youre-able-pressed-fold]]
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You take the spiny branch-hand offered to you and shake it. The stick fingers crack and twitch unsettlingly.
<</narration>>
<<speech>>
So Twit sent you here to irritate Moron. What kind of stupid did you do to get wrapped up with them?
<</speech>>
<<player-speech>>
I didn't have a choice! They are my only way home!
<</player-speech>>
<<narration>>
You reply, and you give the old tree a brief sketch of your misadventures to date. By the end, Grumbledusk is chuckling
merrily to himself.
<</narration>>
<<speech>>
Hah! You ARE all bound up with a brace of idiots!
<</speech>>
<<narration>>
Grumbledusk laughs.
<</narration>>
<<speech>>
But don't get to thinking I'm interested. I've heard more sob stories than you have hairs, and I stopped caring 300
years ago. You're lucky you're good for a laugh, but that sounds like a steaming pile of your problems.
<</speech>>
<<player-speech>>
It is your problem, Grumbledusk. Titania is serious this time. She wants to rule, and she sees a chance to do it
through me, though she doesn't care about me particularly. I don't fully understand, but I know she's my only way to
get back home. I'm just the vanguard here. She's coming with fire and fury to burn you to ash.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-take-spiny-branch-hand-offered-shake-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-titania-coming-fire-happy-spark">>
<<else>>
<<goto "summer-court-humph-grumbledusk-mutters-youre-stupider-look">>
<</if>><<narration>>
The old tree grunts, then chuckles to himself, then suddenly gives himself over to crackly, wheezy, high-pitched
laughter. On and on it goes, and the tree shakes and rolls with it.
<</narration>>
<<speech>>
HA HA! Oh, Hee Hee Hee, Ho Ho! She sent YOU-hoohoo to convince ME! AAAAHAHAHAH! Night and Day!! Ahah! With a little
<<print Ember.getItemNarrationName($pc.weapon)>>, haha! Ahahahaheeheehee!! What were you going to do? BORE me to tears
until I decided to help out of sheer irritation?? HAHA! Stop, no, no, please! AH HAHAHAHA! Ah ha! Ho Ho! Oh, oh my!<br/>
Oh, that was good! I haven't laughed that hard since The Sleeping One farted in the middle of the Pantomime! Hah!
<</speech>>
<<narration>>
The cragged, barky surface of a nearby branch creaks and cracks until it forms a lined and wrinkled old face that
peers out at you from little pitted hollows where eyes should be.
<</narration>>
<<speech>>
Hah! Well, you have gumption, young buck, I'll give you that! What are you, anyways? And why are you dragging the
Bounding Line around with you? Don't you know concealed carrying like that will get you in trouble?
<</speech>>
<<player-speech>>
My name is $pc.name, and I'm a human. And the Bounding Line isn't my fault!
<</player-speech>>
<<speech>>
No, I suppose it wouldn't be at that. Human, you say. I haven't heard of one of your kind in ages! Humph! Well, are
you actually here to talk me into meddling in the affairs of the Fey? Is that what that troublesome little waif
told you to come here and do?
<</speech>>
<<narration>>
You nod.
<</narration>>
<<speech>>
Bold as brass!
<</speech>>
<<narration>>
And there is a brief silence.
<</narration>>
<<speech>>
Well, we might as well be introduced, then: Grumbledusk.
<</speech>>
<<narration>>
The great old tree says.<br/>
And a spindly branch much like a hand, with uncannily long fingers, extends towards you in an unmistakable offer of
a handshake...<br/>
<</narration>>
<<prompt>>
How would you like to deal with Grumbledusk?<br/>
[[Conspire with him|summer-court-intending-conspire-truthfully-grumbledusk-lying-trying]]<br/>
[[Try to kill him|summer-court-look-warily-spiny-branch-hand-offered]]<br/>
[[Deceive the tree|summer-court-take-spiny-branch-hand-offered-shake]]
<</prompt>><<narration>>
There is a long silence that hangs in the air. Then another branch comes out of nowhere and whacks you upside the
head again.
<</narration>>
<<speech>>
Don't be lying to me, you young jackanape! I was here when lying was invented, and I get a shiny nickel every time
one's told.
<</speech>>
<<narration>>
The tree snorts derisively.
<</narration>>
<<speech>>
She wouldn't parlay with me. I'm too old...
<</speech>>
<<narration>>
And then there is a long, tense pause. You expect any second that the other shoe will drop and you will die violently
by flailing branches. But what comes instead is crackly, wheezy, high-pitched laughter. On and on it goes, and the
tree shakes and rolls with it.
<</narration>>
<<speech>>
HA HA! Oh, Hee Hee Hee, Ho Ho! She sent YOU-hoohoo to kill ME, didn't she! AAAAHAHAHAH! Night and Day!! Ahah! With a
little <<print Ember.getItemNarrationName($pc.weapon)>>, haha! Ahahahaheeheehee!! What were you going to do? BORE me
to death?? HAHA! Stop, no, no, please! I might actually die laughing!!! AH HAHAHAHA! Ah ha! Ho Ho! Oh, oh my!<br/>
Oh, that was good! I haven't laughed that hard since The Sleeping One farted in the middle of the Pantomime! Hah!
<</speech>>
<<narration>>
The cragged, barky surface of a nearby branch creaks and cracks until it forms a lined and wrinkled old face that
peers out at you from little pitted hollows where eyes should be.
<</narration>>
<<speech>>
Hah! Well, you have gumption, young buck, I'll give you that! What are you, anyways? And why are you dragging the
Bounding Line around with you? Don't you know concealed carrying like that will get you in trouble?
<</speech>>
<<player-speech>>
My name is $pc.name, and I'm a human. And the Bounding Line isn't my fault!
<</player-speech>>
<<speech>>
No, I suppose it wouldn't be at that. Human, you say. I haven't heard of one of your kind in ages! Humph! Well, are
you actually here to try to kill me? Is that what that troublesome little waif told you to come here and do?
<</speech>>
<<narration>>
You nod.
<</narration>>
<<speech>>
Bold as brass!
<</speech>>
<<narration>>
And there is a brief silence.
<</narration>>
<<speech>>
Well, we might as well be introduced, then: Grumbledusk.
<</speech>>
<<narration>>The great old tree says.<br/>
And a spindly branch much like a hand, with uncannily long fingers, extends towards you in an unmistakable offer of a handshake...
<</narration>>
<<prompt>>
How would you like to deal with Grumbledusk?<br/>
[[Conspire with him|summer-court-intending-conspire-truthfully-grumbledusk-lying-trying]]<br/>
[[Try to kill him|summer-court-look-warily-spiny-branch-hand-offered]]<br/>
[[Deceive the tree|summer-court-take-spiny-branch-hand-offered-shake]]
<</prompt>><<narration>>
And it turns out you are very close to your destination. A very short time later, Puck gestures you over and points
towards a brilliant crevasse floored by what looks like smooth glass. He disappears in a flash down the crystalline
cavern, and you hear an echoed whisper carried back to you.
<</narration>>
<<speech>>
Last part best part, Large Cow!
<</speech>>
<<narration>>
You take a deep breath and start down the slippery glass-floored passageway, and find yourself before long sliding
uncontrollably down narrow twisting passageways. You gain speed until you are flying blindingly down the passage,
your body snaking up the walls and around as you streak downwards faster and faster, and then... upwards?...but with
no reduction in speed. You are utterly disoriented, and your voice is raw from your terrified screams.<br/>
And then you burst forth into cold night air, flying high in the air. You land not far away with a painful thud on
the snow.<br/>
[[Continue...|summer-court-moment-lie-heaving-contents-stomach-tumultuous-3]]
<</narration>><<narration>>
You dodge and leap through the cracking heaving jungle of cave formations. You hear them groaning and crashing behind
you, pounding to the ground and disordering what remains of the cavern's Breathless Overture.<br/>
Puck zigs and zags through the falling maze, finally streaking towards a brilliant crevasse floored by what looks like
smooth glass. You dive towards it right behind him and find yourself sliding uncontrollably down narrow twisting
passageways. Behind you, closer and closer, the crystalline passage explodes into a thousand shards and fragments,
peppering you as you streak along in front of the chaos. Your body snakes up the walls and around as you streak
downwards faster and faster, and then... upwards?...but with no reduction in motion. You are utterly disoriented,
and your voice is raw from your terrified screams.<br/>
And then you burst forth into cold night air, flying high in the air ahead of an explosion of crystalline glass. You
land not far away with a painful thud on the snow.<br/>
[[Continue...|summer-court-moment-lie-heaving-contents-stomach-tumultuous-4]]
<</narration>><<narration>>
For a moment, you just lie there, heaving up the contents of your stomach from the tumultuous motion, your mind still
reeling from your journey up the glassy slide and out of the Feyshadow. Eventually, your stomach and your mind calm,
and you are able to take stock of your surroundings.<br/>
A full moon dominates the star-strewn sky, painted with flickering Aurora Borealis. All around, the chill of deepest
winter blankets the landscape, even now starting to catch at your exposed flesh.<br/>
Puck hovers in front of you.
<</narration>>
<<speech>>
Arrived! Heart of Winter!
<</speech>>
<<narration>>
And he gestures theatrically to distant shimmering lights behind a faraway great gate.
<</narration>>
<<speech>>
Good job, Large Cow. Stupid, but alive.
<</speech>>
<<player-speech>>
Thanks, Puck.
<</player-speech>>
<<narration>>
You say, rubbing your now sensate face.
<</narration>>
<<player-speech>>
You brought me safe thus far, and I suppose that counts for something. Give Lady Titania my regards.
<</player-speech>>
<<narration>>
Puck makes a rude gesture at you.
<</narration>>
<<speech>>
Good luck, Large Cow. Maybe you stay alive. Probably not.
<</speech>>
<<narration>>
And he disappears into the night, evidently eager to be back to summer's warmth.<br/>
You spend some time collecting your thoughts and steadying yourself before standing, wrapping your cloak around you
against the cold, and setting your feet towards the great gate of the Heart of Winter.<br/>
[[Continue...|summer-court-midnight-majesty-greets-approach-beneath-inky]]
<</narration>><<narration>>
For a moment, you just lie there, heaving up the contents of your stomach from the tumultuous motion, your mind still
reeling from your journey up the glassy slide and out of the Feyshadow. Eventually, your stomach and your mind calm,
and you are able to take stock of your surroundings.<br/>
A full moon dominates the star-strewn sky, painted with flickering Aurora Borealis. All around, the chill of deepest
winter blankets the landscape, even now starting to catch at your exposed flesh.<br/>
Puck hovers in front of you.
<</narration>>
<<speech>>
Arrived! Heart of Winter!
<</speech>>
<<narration>>
And he gestures theatrically to distant shimmering lights behind a faraway great gate.
<</narration>>
<<speech>>
Got here, but Breathless Overture gone forever. Good job, Large Cow. Stupid, but alive.
<</speech>>
<<player-speech>>
Thanks, Puck.
<</player-speech>>
<<narration>>
You say, rubbing your now sensate face.
<</narration>>
<<player-speech>>
You brought me safe thus far, and I suppose that counts for something. Give Lady Titania my regards.
<</player-speech>>
<<narration>>
Puck makes a rude gesture at you.
<</narration>>
<<speech>>
Good luck, Large Cow. Maybe you stay alive. Probably not.
<</speech>>
<<narration>>
And he disappears into the night, evidently eager to be back to summer's warmth.<br/>
You spend some time collecting your thoughts and steadying yourself before standing, wrapping your cloak around you
against the cold, and setting your feet towards the great gate of the Heart of Winter.<br/>
[[Continue...|summer-court-midnight-majesty-greets-approach-beneath-inky]]
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You take the spiny branch-hand offered to you and shake it. The stick fingers crack and twitch unsettlingly.
<</narration>>
<<speech>>
So Twit sent you here to irritate Moron. What kind of stupid did you do to get wrapped up with them?
<</speech>>
<<player-speech>>
I didn't have a choice! They are my only way home!
<</player-speech>>
<<narration>>
You reply, and you give the old tree a brief sketch of your misadventures to date. By the end, Grumbledusk is
chuckling merrily to himself.
<</narration>>
<<speech>>
Hah! You ARE all bound up with a brace of idiots!
<</speech>>
<<narration>>
Grumbledusk laughs.
<</narration>>
<<speech>>
But don't get to thinking I'm interested. I've heard more sob stories than you have hairs, and I stopped caring 300
years ago. You're lucky you're good for a laugh, but that sounds like a steaming pile of your problems.
<</speech>>
<<narration>>
Outwardly, you remain calm. Inwardly, your thoughts race as you desperately concoct a lie that will convince
Grumbledusk to help you.
<</narration>>
<<player-speech>>
My problems are your problems, Grumbledusk. Titania at least sees you as a pawn she can use in her Games of State,
and I know for a fact that Morana venerates you, meaning she's already a thorn in your side. I don't fully understand,
but I know Titania is using me too, because I need her. She's my only way to get back home.<br/>
What you need is a way of tweaking both their noses hard enough that they get the idea you won't be drawn into their
squabbles - a way where you don't have to uproot yourself and disturb your peace. Lo and behold - I have legs, and I'm
already knee deep in their wranglings. I need access to the Twit and the Moron to open a door to my world. We could
play a merry prank on both. In the end, you get your peace, and I get my way home.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-take-spiny-branch-hand-offered-shake-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-grumbledusk-harrumphs-grumbles-bit-finally">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-wanna-know-think-addlepated-little-ahlfwit">>
<</if>>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You take the spiny branch-hand offered to you and shake it. The stick fingers crack and twitch unsettlingly.
<</narration>>
<<speech>>
So Twit sent you here to irritate Moron. What kind of stupid did you do to get wrapped up with them?
<</speech>>
<<player-speech>>
I didn't have a choice! They are my only way home!
<</player-speech>>
<<narration>>
You reply, and you give the old tree a brief sketch of your misadventures to date. By the end, Grumbledusk is chuckling
merrily to himself.
<</narration>>
<<speech>>
Hah! You ARE all bound up with a brace of idiots!
<</speech>>
<<narration>>
Grumbledusk laughs.
<</narration>>
<<speech>>
But don't get to thinking I'm interested. I've heard more sob stories than you have hairs, and I stopped caring 300
years ago. You're lucky you're good for a laugh, but that sounds like a steaming pile of you problems.
<</speech>>
<<player-speech>>
My problems are your problems, Grumbledusk. Titania at least sees you as a pawn she can use in her Games of State,
and I know for a fact that Morana venerates you, meaning she's already a thorn in your side. I don't fully understand,
but I know Titania is using me too, because I need her. She's my only way to get back home."<br/>
What you need is a way of tweaking both their noses hard enough that they get the idea you won't be drawn into their
squabbles, a way where you don't have to uproot yourself and disturb your peace. Lo and behold, I have legs, and I'm
already knee deep in their wranglings. I need access to the Twit and the Moron to open a door to my world. We could
play a merry prank on both. In the end, you get your peace, and I get my way home.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-take-spiny-branch-hand-offered-shake-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-grumbledusk-harrumphs-grumbles-bit-finally">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-twit-moron-hear-ive-deputized-mistake">>
<</if>>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You take the spiny branch-hand offered to you and shake it. The stick fingers crack and twitch unsettlingly.
<</narration>>
<<speech>>
So Twit sent you here to irritate Moron. What kind of stupid did you do to get wrapped up with them?
<</speech>>
<<player-speech>>
I didn't have a choice! They are my only way home!
<</player-speech>>
<<narration>>
You reply, and you give the old tree a brief sketch of your misadventures to date. By the end, Grumbledusk is chuckling
merrily to himself.
<</narration>>
<<speech>>
Hah! You ARE all bound up with a brace of idiots!
<</speech>>
<<narration>>
Grumbledusk laughs.
<</narration>>
<<speech>>
But don't get to thinking I'm interested. I've heard more sob stories than you have hairs, and I stopped caring 300
years ago. You're lucky you're good for a laugh, but that sounds like a steaming pile of you problems.
<</speech>>
<<player-speech>>
My problems are your problems, Grumbledusk. Titania at least sees you as a pawn she can use in her Games of State,
and I know for a fact that Morana venerates you, meaning she's already a thorn in your side. I don't fully understand,
but I know Titania is using me too, because I need her. She's my only way to get back home.<br/>
What you need is a way of tweaking both their noses hard enough that they get the idea you won't be drawn into their
squabbles - a way where you don't have to uproot yourself and disturb your peace. Lo and behold - I have legs, and
I'm already knee deep in their wranglings. I need access to the Twit and the Moron to open a door to my world. We could
play a merry prank on both. I would...
<</player-speech>>
<<narration>>
But you never finish outlining your plan, for in a flash your head is torn asunder by sheer agony, and your lips form
words, unbidden by your will:
<</narration>>
<<player-speech>>
Against the Summer I will make no scheme.
<</player-speech>>
<<narration>>
You writhe and retch in agony in the crook of the tree.<br/>
Through the pain, you hear Grumbledusk say,
<</narration>>
<<speech>>
Oh, THAT'S the kind of stupid you're wrapped up in. And you wanted ME wrapped up in it with you. Not in a thousand
years! Wind and Water, you thought you could pull a fast one on ME? You think I haven't seen a curveball coming
before? I might look like I'm rooted, but I'm SHIFTY! And you just got upgraded from 'Dog I feel like kicking' to
'Intruder I'm about to open up a can of WRATH on!' Come here, I wanna drop you off a cliff!
<</speech>>
<<narration>>
Desperately, you run to the edge of the crown and swing yourself over. Half-climbing, half-falling, you descend to
the base of the trunk amidst the marshy ground.<br/>
[[Continue...|summer-court-hide-best-youre-able-pressed-fold]]
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You hide yourself as best you're able, pressed into a fold in the bark of the mighty trunk as you hear Grumbledusk's
branches lashing about outside, trying to find you.<br/>
There's only one more option available to you. The old tree dies.<br/>
Fire. You need fire.<br/>
You fumble in your pack for flint and tinder, and the kindling you always carry with you, but as you do you drop a
cook-pot, which clatters and clangs as it rolls off the side.
<</narration>>
<<speech>>
AHA! Found you, you little ANT!
<</speech>>
<<narration>>
Grumbledusk screams.<br/>
You draw your <<print Ember.getItemNarrationName($pc.weapon)>> and turn to face the flailing branch that swings down
from above to pummel you.
<</narration>>
/* The first of Grumbledusk's branches: an easy fight, the branch having a quarter of the player's max HP. */
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.scaleCreatureHpToPlayer(Ember.getCreatureByType("tree_branch", "Tree Branch"), $pc, 1/4)]>>
<<set _combatVictory = "summer-court-victory-turn-back-desperately-assemble-kindling">>
<<set _combatDefeat = "feybound-generic-you-died-message">>
<<set $combat = null>>
<<include "Combat">><<player-speech>>
Titania is coming with fire. She is happy to spark a war amongst the Fey because she believes she can win and be
crowned Queen of all the Fey. You are a means of setting it in motion on her terms and drawing out Mother Morana.
<</player-speech>>
<<speech>>
Well, peel my bark and call me banana. You're telling the truth. That selfish little frass-ball! Well, let her
come! I survived the last war! I'm tough as rock, and twice as wily! I'll truss her up by her own hair and let the
setting sun bake her brown!
<</speech>>
<<player-speech>>
Can I suggest a better way? One where you get left alone, and Titania gets egg on her face?
<</player-speech>>
<<speech>>
...Fine. What?
<</speech>>
<<player-speech>>
Do Morana's servants come to you often?
<</player-speech>>
<<speech>>
Sun and Moon, YES! Moron thinks I'll like her if she keeps sending idiots to knock on my trunk and giving me bric-a-
brac. I'd like her a lot better if she'd just throw it off the cliff and save me the trouble. I've tried everything
to get rid of them: pesticides, yelling, throwing them off the cliff, insulting their mother, but they just keep
coming, bowing and scraping like they can win me over by rubbing their faces on the ground and mumbling prayers!
<</speech>>
<<player-speech>>
What if next time, you send me with them as your representative to tip them off? I can tell them how to head off
Titania's army. Titania has her over-reach pruned back, and you get to be left alone.
<</player-speech>>
<<narration>>
The beady hollows Grumbledusk uses for eyes give you a piercing stare.
<</narration>>
<<speech>>
What's in it for you?
<</speech>>
<<player-speech>>
Titania told me Morana must be present with her to open a door to my world. She is the one person I need in order to
get home. If I'm your advocate for Morana, I can speak to her - or capture her.
<</player-speech>>
<<speech>>
Hmph. You're not as stupid as you look. The Twit gets cut down to size, the Moron has to deal with her own problems,
and I might just get some peace and quiet.
<</speech>>
<<narration>>
Grumbledusk muses.
<</narration>>
<<speech>>
Fine. Congratulations, $pc.name, you're my ambassador to the Moron, for the purposes of sticking it to the Twit.
Best of luck - you're going to need it!
<</speech>>
<<<narration>>
And in no time at all, you find that an introduction to some small angular Winter Wardens has been effected, and you
are off on your way to meet Mother Morana, Queen of the Winter Fey. Ostensibly, you are the all-important ambassador
of Grumbledusk, the Duskward Tree, and venerated totem of the Court of Winter. What you do with your new vaunted
position, though, is up to you.<br/>
<<link "Continue..." "summer-court-follow-cold-vitreous-guides-long-trek">>
<<run Ember.updateCourtFavor($pc, "winter", 4)>>
<</link>>
<</narration>><<speech>>
Humph.
<</speech>>
<<narration>>
Grumbledusk mutters.
<</narration>>
<<speech>>
You're stupider than you look! The Twit wouldn't send an army here! I'm in the far end of butt-crack nowhere for a
reason - nobody comes out here, except those glacial idiots who are always knocking on my trunk and giving me bric-a-
brac! No, if the Twit wanted to irritate Moron, there's any number of easier ways to do it that aren't on my front lawn.<br/>
I think you're either an idiot or a liar. Or an idiot liar - which is WAY worse! You're dragging the Bounding Line
around like a bull in a china shop, but with fewer thoughts to rub together. And the Twit took you for the fool you are
and sent you off to do her dirty work alone. HAH! You're just a big sack of other peoples' problems. And you know what
I say about other peoples' problems? THEY'RE NOT MINE!
<</speech>>
<<narration>>
And with that, Grumbledusk grabs you by the collar again and hurtles you through the air. As you fly across the sky,
part of you thinks miserably that you've been here before.<br/>
You are lucky enough to land in a large, deep part of the surrounding marsh that is mostly water and mud. It hurts
when you land, but somehow you're not dead. Your problems got a little more complicated, and you have a few more
bruises, but at least you're still in one piece somehow.<br/>
You wade or swim to a small, squelchy island of rushes, and when you have spent a moment tending to your wounds, you
set off in the only direction left to go: the Court of the Winter Queen.... alone.<br/>
<<link "Continue..." "summer-court-set-face-darkest-part-sky-knowing">>
<<run Ember.adjustHp($pc, -(Ember.rollD6() + Ember.rollD6()))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
For a moment, you just lie there, heaving up the contents of your stomach from the tumultuous motion, your mind still
reeling from your journey up the glassy slide and out of the Feyshadow. Eventually, your stomach and your mind calm,
and you are able to take stock of your surroundings.<br/>
A full moon dominates the star-strewn sky, painted with flickering Aurora Borealis. All around, the chill of deepest
winter blankets the landscape, even now starting to catch at your exposed flesh.<br/>
Puck hovers in front of you.
<</narration>>
<<speech>>
Arrived! Heart of Winter!
<</speech>>
<<narration>>
And he gestures theatrically to distant shimmering lights behind a faraway great gate.
<</narration>>
<<speech>>
Good job, Large Cow. Stupid, but alive.
<</speech>>
<<narration>>
You try to speak and are relieved to find that the effects of the numbing berries you ate have dissipated.
<</narration>>
<<player-speech>>
Thanks, Puck.
<</player-speech>>
<<narration>>
You say, rubbing your now sensate face.
<</narration>>
<<player-speech>>
You brought me safe thus far, and I suppose that counts for something. Give Lady Titania my regards.
<</player-speech>>
<<narration>>
Puck makes a rude gesture at you.
<</narration>>
<<speech>>
Good luck, Large Cow. Maybe you stay alive. Probably not.
<</speech>>
<<narration>>
And he disappears into the night, evidently eager to be back to summer's warmth.<br/>
You spend some time collecting your thoughts and steadying yourself before standing, wrapping your cloak around you
against the cold, and setting your feet towards the great gate of the Heart of Winter.<br/>
[[Continue...|summer-court-midnight-majesty-greets-approach-beneath-inky]]
<</narration>><<narration>>
For a moment, you just lie there, heaving up the contents of your stomach from the tumultuous motion, your mind still
reeling from your journey up the glassy slide and out of the Feyshadow. Eventually, your stomach and your mind calm,
and you are able to take stock of your surroundings.<br/>
A full moon dominates the star-strewn sky, painted with flickering Aurora Borealis. All around, the chill of deepest
winter blankets the landscape, even now starting to catch at your exposed flesh.<br/>
Puck hovers in front of you.
<</narration>>
<<speech>>
Arrived! Heart of Winter!
<</speech>>
<<narration>>
And he gestures theatrically to distant shimmering lights behind a faraway great gate.
<</narration>>
<<speech>>
Got here, but Breathless Overture gone forever. Good job, Large Cow. Stupid, but alive.
<</speech>>
<<narration>>
You try to speak and are relieved to find that the effects of the numbing berries you ate have dissipated.
<</narration>>
<<player-speech>>
Thanks, Puck.
<</player-speech>>
<<narration>>
You say, rubbing your now-sensate face.
<</narration>>
<<player-speech>>
You brought me safe thus far, and I suppose that counts for something. Give Lady Titania my regards.
<</player-speech>>
<<narration>>
Puck makes a rude gesture at you.
<</narration>>
<<speech>>
Good luck, Large Cow. Maybe you stay alive. Probably not.
<</speech>>
<<narration>>
And he disappears into the night, evidently eager to be back to summer's warmth.<br/>
You spend some time collecting your thoughts and steadying yourself before standing, wrapping your cloak around you
against the cold, and setting your feet towards the great gate of the Heart of Winter.<br/>
[[Continue...|summer-court-midnight-majesty-greets-approach-beneath-inky]]
<</narration>><<narration>>
A midnight majesty greets you as you approach. Beneath an inky black sky, the city shines with a luminosity all its
own. 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 as you
approach.<br/>
That approach is guarded by massive gates, in front of which two giant guards stand stoically. When they see you,
their expressions do not change, but they step forward and brandish their weapons at you. You slow your pace immediately
and raise your hands in a gesture of peace.
<</narration>>
<<set _diceRollCheck_header = "Roll to respond to the guards (Intelligence)">>
<<set _targetStat = "Intelligence">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-midnight-majesty-greets-approach-beneath-inky-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-thought-about-best-approach-situation-knowing">>
<<elseif _totalResult lt _dc>>
<<include "summer-court-before-collect-thoughts-parse-best-address">>
<</if>><<narration>>
Grumbledusk harrumphs and grumbles a bit, but finally says,
<</narration>>
<<speech>>
...Fine. What's your little scheme?"
<</speech>>
<<player-speech>>
Do Morana's servants come to you often?
<</player-speech>>
<<speech>>
Sun and Moon, YES! Moron thinks I'll like her if she keeps sending idiots to knock on my trunk and giving me bric-a-
brac. I'd like her a lot better if she'd just throw it off the cliff and save me the trouble. I've tried everything to
get rid of them: pesticides, yelling, throwing them off the cliff, insulting their mother, but they just keep coming,
bowing and scraping like they can win me over by rubbing their faces on the ground and mumbling prayers!
<</speech>>
<<player-speech>>
What if next time, you send me with them as your representative? Surely the Winter queen would venerate the ambassador
of the great Grumbledusk as much as the tree himself! I have the Bounding Line in hand, with which I can bind Morana.
<</player-speech>>
<<narration>>
The beady hollows Grumbledusk uses for eyes give you a piercing stare.
<</narration>>
<<speech>>
What's in it for you?
<</speech>>
<<player-speech>>
Titania told me she and Morana both must be present with her to open a door to my world. But I'll let you in on a
secret: I have no intention of giving the Bounding Line to either queen. I don't yet know how, but I wish to bind
both of them and force them to send me back! If I were to happen to slip in a promise from both queens about leaving
Grumbledusk alone, it would be barely an inconvenience for me. All I need from you is your ratification to the Winter
Queen. It costs you nothing, and you get what you want: peace.
<</player-speech>>
<<speech>>
Hmph. You're not as stupid as you look. The Twit gets cut down to size, the Moron has to deal with her own problems,
and I might just get some peace and quiet,
<</speech>>
<<narration>>
Grumbledusk muses.
<</narration>>
<<speech>>
Fine. Congratulations, $pc.name, you're my ambassador to the Moron, for the purposes of sticking it to both of them!
Best of luck, you're going to need it
<</speech>>
<<narration>>
And in no time at all, you find that an introduction to some small angular Winter Wardens has been effected, and you
are off on your way to meet Mother Morana, Queen of the Winter Fey. Ostensibly, you are the all-important ambassador of
Grumbledusk, the Duskward Tree, and venerated totem of the Court of Winter. What you do with your new vaunted position,
though, is up to you.<br/>
<<link "Continue..." "summer-court-follow-cold-vitreous-guides-long-trek">>
<<run Ember.updateCourtFavor($pc, "winter", 4)>>
<</link>>
<</narration>><<speech>>
You wanna know what I think, you addlepated little ahlfwit? I think you're either an idiot or a liar. Or an idiot
liar - which is WAY worse! You're dragging the Bounding Line around like a bull in a china shop, but with fewer
thoughts to rub together. And the Twit took you for the fool you are, and sent you off to do her dirty work alone.
HAH! You're just a big sack of other peoples' problems. And you wanted ME wrapped up in it with you. Not in a thousand
years!<br/>
Wind and Water - you thought you could pull a fast one on ME? You think I haven't seen a curveball coming before? I
might look like I'm rooted, but I'm SHIFTY! And you just got upgraded from 'Dog I feel like kicking' to 'Intruder I'm
about to open up a can of WRATH on!' Come here, I wanna drop you off a cliff!
<</speech>>
<<narration>>
Desperately, you run to the edge of the crown, and swing yourself over. Half-climbing half-falling, you descend to
the base of the trunk amidst the marshy ground.<br/>
[[Continue...|summer-court-hide-best-youre-able-pressed-fold]]
<</narration>><<speech>>
Or the Twit and the Moron might hear that I've deputized you and mistake it for me giving a flip, and all of a sudden
I'm getting all manner of vacuum salesmen and Save the Whales bleeding hearts at my door.
<</speech>>
<<player-speech>>
What's a vacuum? And why are the whales being saved from bleeding hearts?
<</player-speech>>
<<speech>>
SHUT UP! I'm talking! I think you're either an idiot or a liar. Or an idiot liar, which is WAY worse! You're dragging
the Bounding Line around like a bull in a china shop, but with fewer thoughts to rub together. And the Twit took you
for the fool you are, and sent you off to do her dirty work alone. HAH! You're just a big sack of other people's
problems. And you know what I say about other people's problems? THEY'RE NOT MINE!
<</speech>>
<<narration>>
And with that, Grumbledusk grabs you by the collar again and hurtles you through the air. As you fly across the sky,
part of you thinks miserably that you've been here before.<br/>
You are lucky enough to land in a large, deep part of the surrounding marsh that is mostly water and mud. It hurts
when you land, but somehow you're not dead. Your problems got a little more complicated, and you have a few more
bruises, but at least you're still in one piece somehow.<br/>
You wade or swim to a small, squelchy island of rushes, and when you have spent a moment tending to your wounds, you
set off in the only direction left to go: the Court of the Winter Queen.<br/>
<<link "Continue..." "summer-court-set-face-darkest-part-sky-knowing">>
<<run Ember.adjustHp($pc, -(Ember.rollD6() + Ember.rollD6()))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You turn back and desperately assemble the kindling. You try and strike the flint and tinder, but two more branches
arc towards you menacingly.
<</narration>>
<<speech>>
You're not out of the woods yet, you little wastrel!
<</speech>>
<<narration>>
You hear Grumbledusk yell.
<</narration>>
<<set _combatFriendlies = [$pc]>>
/* The second fight: two branches, each a third of the player's max HP and +4 to hit. */
<<set _combatEnemies = [
Ember.setCreatureToHit(Ember.scaleCreatureHpToPlayer(Ember.getCreatureByType("tree_branch", "Tree Branch 1"), $pc, 1/3), 4),
Ember.setCreatureToHit(Ember.scaleCreatureHpToPlayer(Ember.getCreatureByType("tree_branch", "Tree Branch 2"), $pc, 1/3), 4)
]>>
<<set _combatVictory = "summer-court-victory-two-branches-retreat-mostly-cut">>
<<set _combatDefeat = "feybound-generic-you-died-message">>
<<set $combat = null>>
<<include "Combat">><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You follow your cold and vitreous guides on the long trek night-ward and winter-ward through the wilds of the Fey.
You are not disturbed in your travels, being in so large a company, and it is obvious your guides hold you in high
esteem, even approaching awe. You are to them the prophet of a venerated god, or servant to a holy man - a fact you
find curious given your interactions with the irascible Grumbledusk.<br/>
The visions of the Spring-ward and Winter-ward seasons of the Feywild are stunning. You and your entourage pass
Spring fields that stretch out to an eternity of variegated blossoms. Forests of every imaginable green dip and bow
to each other, as beautiful wood and water nymphs play and splash with birds and animals. You walk across valleys on
the canopies of short, bulbous trees, whose branches intertwine seamlessly to make paths for you.<br/>
Spring gives way slowly to the steady, brooding majesty of Winter. You walk rime-paths, carved along the floors of
deep crevasses, lit eternally by the swirling of light trapped in the glacial depths, and emerge into groves of trees
and flowers frozen in eternal beauty.<br/>
Then, in time, you watch mighty mountains hold great stormclouds up in the sky, sending flurries of snow floating to
earth. You swear they coalesce into shapes and images that dissipate as quickly as they form, playing out a disjointed
story. Lightning dances across and down from them in flickering crenellations that appear and disappear, leaving burned
images in your eyes.<br/>
And finally, you descend along the ridge of a great mountain, through a blanket of clouds, and see a city stretched
before you...<br/>
[[Continue...|summer-court-midnight-majesty-greets-beneath-inky-black]]
<</narration>><<narration>>
You set your face to the darkest part of the sky, knowing by now that the domain of the Winter Queen lies at the
furthest Winter-ward and night-ward point of the Fey Realm. Very soon, you once again leave behind the architecture
of great, twined roots and slog your way through the surrounding marshes. In time, and with a grateful heart, you leave
even these behind.<br/>
The visions of the Spring-ward season of the Feywild are stunning. You pass Spring fields that stretch out to an
eternity of variegated blossoms. Forests of every imaginable green dip and bow to each other, as beautiful wood and
water nymphs play and splash with birds and animals. You walk across valleys on the canopies of short, bulbous trees,
whose branches intertwine seamlessly to make paths for you.<br/>
Spring gives way slowly to the steady, brooding majesty of Winter. You walk rime-paths, carved along the floors of
deep crevasses, lit eternally by the swirling of light trapped in the glacial depths, and emerge into groves of trees
and flowers frozen in eternal beauty.<br/>
Then, in time, you watch mighty mountains hold great stormclouds up in the sky, sending flurries of snow floating to
earth. You swear they coalesce into shapes and images that dissipate as quickly as they form, playing out a disjointed
story. Lightning dances across and down from them in flickering crenellations that appear and disappear, leaving burned
images in your eyes.<br/>
And finally, you descend along the ridge of a great mountain, through a blanket of clouds, and see a city stretched
before you...<br/>
[[Continue...|summer-court-midnight-majesty-greets-approach-beneath-inky-2]]
<</narration>><<narration>>
You have thought about how best to approach this situation, knowing what you do of the Winter Court. You need a quick
way to both dispel suspicion and attach sufficient importance to your business that you are taken seriously. You know
from your interview with Titania that Morana and the servants of Winter have a fascination with new and beautiful
things and traffic in them regularly. Some carefully phrased flattery and a hint at the gift you carry should work here.
<</narration>>
<<player-speech>>
Hail to the Eternal Heart of Winter!
<</player-speech>>
<<narration>>
You call out boldly.
<</narration>>
<<player-speech>>
I come to your magnificent city with peace in my heart and gifts worthy of a queen. I seek an audience with Mother
Morana to present it!
<</player-speech>>
<<narration>>
A small port-hole at the bottom of the great gate snaps open, and a small angular head pops out. The creature addresses
you with a bulbous, self-important sort of voice...
<</narration>>
<<speech>>
Who are you? You are not a regular peddlar of gifts! We have no business with your kind! Begone, or I will set the
Ogres on you!
<</speech>>
<<narration>>
He says curtly.
<</narration>>
<<player-speech>>
I should not be so quick to dismiss my gift. It is truly one of a kind and comes from the hand of one from a different
world, seeking an alliance of peace! It would be a shame if word were to reach Morana's ears that you had rejected
such a great offer out of hand, and without consultation...
<</player-speech>>
<<narration>>
The little creature goes pale (or you imagine he does. He's made of ice) and withdraws his head from the little port-
hole. Just as quickly, you hear a great cracking and clinking of cold chain, and the mighty gates open to you.
<</narration>>
<<speech>>
Apologies, master human! I meant no offense by my coarse tongue. I will take you to the Mother immediately! She will
be most interested to receive your gift!
<</speech>>
<<narration>>
His suddenly obsequious manners are hilariously jarring, as is the grovelling and scraping he thinks necessary as he
guides you through the Heart of Winter...<br/>
[[Continue...|summer-court-despite-hallowed-silence-place-abundance-slow]]
<</narration>><<narration>>
Before you can collect your thoughts and parse how best to address the gate guards, a small port-hole at the bottom of
the great gate snaps open, and a small angular head pops out. The creature addresses you with a bulbous, self-important
sort of voice...
<</narration>>
<<speech>>
Who are you? We have no business with your kind! Begone, or I will set the Ogres on you!
<</speech>>
<<narration>>
He says curtly.<br/>
You feel your anger stirring, and before you can think better of it, your tongue is wagging.
<</narration>>
<<player-speech>>
I would speak to the Winter Queen. Do not trifle with me, servant of winter, or I will grind you to snow under my boot!
<</player-speech>>
<<narration>>
The little ice-creature begins laughing and jeering.
<</narration>>
<<speech>>
Oho! Listen to the proud tall flesh-bag! So certain is he of his own importance! I don't care a snowflake's odds in
summer! Beat it!
<</speech>>
<<narration>>
Your anger burns suddenly hot inside you. You are finished with being patronized and dismissed in this accursed realm.
You aim a kick at the gatekeeper's head and miss. A moment later, you realize this was a terrible mistake.<br/>
A great club comes down on your head from one of the mighty guards at the gate, and you lose consciousness.<br/>
You really need to figure out a better way of getting what you want...<br/>
<<link "Continue..." "summer-court-awake-long-after-feeling-already-concussed">>
<<run Ember.adjustHp($pc, -Ember.rollD10())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
As the two branches retreat, mostly cut off by your assault, you desperately strike a spark with your flint and tinder.
Your heart leaps - a small flame takes to the kindling and begins to lick at the bark of the old tree.<br/>
Grumbledusk screams!
<</narration>>
<<speech>>
FIRE! You traitorous meatsack! I will see you roasted over your own flames!
<</speech>>
<<narration>>
Three great branches swing down to attack you. You stand with the fire at your back to fend them off. You just need
to hold them back long enough for the fire to set...
<</narration>>
<<set _combatFriendlies = [$pc]>>
/* The last fight: three branches, each half the player's max HP and +5 to hit — but the player only has
to hold them off for 3 rounds, until the fire takes hold. */
<<set _combatEnemies = [
Ember.setCreatureToHit(Ember.scaleCreatureHpToPlayer(Ember.getCreatureByType("tree_branch", "Great Tree Branch 1"), $pc, 1/2), 5),
Ember.setCreatureToHit(Ember.scaleCreatureHpToPlayer(Ember.getCreatureByType("tree_branch", "Great Tree Branch 2"), $pc, 1/2), 5),
Ember.setCreatureToHit(Ember.scaleCreatureHpToPlayer(Ember.getCreatureByType("tree_branch", "Great Tree Branch 3"), $pc, 1/2), 5)
]>>
<<set _combatEndCondition = function(combat) { return combat.round > 3 ? "victory" : null; }>>
<<set _combatVictoryText = "You held them back! Behind you, the fire catches and roars to life.">>
<<set _combatVictory = "summer-court-grumbledusk-screeches-terror-agony-fire-sets">>
<<set _combatDefeat = "feybound-generic-you-died-message">>
<<set $combat = null>>
<<include "Combat">><<narration>>
A midnight majesty greets you. Beneath an inky black sky, the city shines with a luminosity all its own. 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/>
Your Winter Warden guides walk past all of this with little regard - this is obviously home for them, and so it is
as unremarkable to them as breathing.<br/>
Despite the hallowed silence of this place, there is an abundance of slow and careful movement around you. Small,
pure-white insects tend to perfectly formed, frozen leaf-shapes with gentle touches of their alien mouths and legs.
Great colossi, hundreds of feet tall, move slow and careful limbs down to pick up mighty 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 minute 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 hallowed stares. Evidently, your coming has been anticipated with much
excitement.<br/>
[[Continue...|summer-court-advance-see-opened-column-ends-circular]]
<</narration>><<narration>>
A midnight majesty greets you as you approach. Beneath an inky black sky, the city shines with a luminosity all its
own. 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 as you
approach.<br/>
That approach is guarded by massive gates, in front of which two giant guards stand stoically. When they see you,
their expressions do not change, but they step forward and brandish their weapons at you. You slow your pace immediately
and raise your hands in a gesture of peace.
<</narration>>
<<player-speech>>
Hail to the Heart of Winter!
<</player-speech>>
<<set _diceRollCheck_header = "Roll to address the guards (Intelligence)">>
<<set _targetStat = "Intelligence">>
<<set _dc = 11>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-midnight-majesty-greets-approach-beneath-inky-2-result-check">>
<<include "OmniDiceRollCheck">>/* Tiered: beating the DC by 5 or more, meeting it, or missing it. */
<<if _totalResult gte _dc + 5>>
<<include "summer-court-thought-about-best-approach-situation-knowing-2">>
<<elseif _totalResult gte _dc>>
<<include "summer-court-thought-about-best-approach-situation-knowing-3">>
<<else>>
<<include "summer-court-before-collect-thoughts-parse-best-address-2">>
<</if>><<narration>>
Despite the hallowed silence of this place, there is an abundance of slow and careful movement around you. Small, pure
white insects tend to perfectly formed, frozen leaf-shapes with gentle touches of their alien mouths and legs. Great
collossae, hundreds of feet tall, move slow and careful limbs down to pick up mighty 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 minute equally.<br/>
You trail behind your guide 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 guide resolves this for you directly. He
raises his hands and opens his mouth, and a reverberant cry echoes from him. The swirling host stops and then parts,
and you walk a gauntlet of stares.<br/>
[[Continue...|summer-court-advance-see-opened-column-ends-circular-2]]
<</narration>><<narration>>
You awake not long after to the feeling of your already concussed skull bouncing on the ground as you are dragged by
your feet through the streets of the Winter city.<br/>
A midnight majesty greets your eyes through the aching pain. Beneath an inky black sky, the city shines with a
luminosity all its own. 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 look up and
breathe more quietly.<br/>
Your captors walk past all of this with little regard - this is obviously home for them, and so as unremarkable to
them as breathing.<br/>
You are dragged 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 captors resolve this for you directly. They
throw you unceremoniously onto the floor in the midst of the host, raise their hands, and open their mouths. A
reverberant cry echoes from them both. The swirling host stops and then parts, and you stagger to your feet to walk a
gauntlet of hostile stares.<br/>
[[Continue...|summer-court-advance-see-opened-column-ends-circular-3]]
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
Grumbledusk screeches in terror and agony as the fire sets in his trunk. You leap away as quickly as you can, jumping
and stumbling amongst the roots, feeling the fire behind you get hotter and hotter!<br/>
Finally, you turn back, watching the flames rise far into the dusk sky, their brightness competing with the sun itself.
You hear behind you a myriad of soft scratching noises. You turn, and hundreds of small, angular figures seemingly made
of ice are staring at you in horror, with the flames at your back. You raise your hands in surrender and are immediately
and none too kindly bound.<br/>
Well, this was part of the plan you agreed to with Titania, but it's by no means the most comfortable or safest plan,
and it leaves your conscience troubled...<br/>
[[Continue...|summer-court-wintry-captors-lead-brutal-journey-through]]
<</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, 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.
<</narration>>
<<speech 4>>
Emissary of the Ancient Tree. Welcome. Your deeds precede you into my house. Gladdened and humbled we are at your
presence. Your coming is an omen of hope and joy to us. I am Mother Morana. Come, I would speak to you, who have spoken
to the Tree.
<</speech>>
<<narration>>
She turns to the entourage of Winter Wardens who have been your guides.
<</narration>>
<<speech 4>>
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 4>>
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...|summer-court-ascend-stairs-carved-icy-arches-platform]]
<</narration>><<narration>>
You have thought about how best to approach this situation, knowing what you do of the Winter Court. You need a quick
way to both dispel suspicion and attach sufficient importance to your business that you are taken seriously. You
know from your interview with Titania that Morana and the Winter Fey seek to preserve beauty by freezing it, and they
seek to gain the upper hand, much as Titania does. Some carefully phrased flattery should work here. That and some
careful mentions of the Bounding Line - you know it is of great importance to them.
<</narration>>
<<player-speech>>
Hail to the Eternal Heart of Winter!
<</player-speech>>
<<narration>>
You call out boldly.
<</narration>>
<<player-speech>>
I come to your magnificent city with peace in my heart, seeking an audience with Mother Morana!
<</player-speech>>
<<narration>>
A small porthole at the bottom of the great gate snaps open, and a small, angular head pops out. The creature addresses
you with a bulbous, self-important sort of voice...
<</narration>>
<<speech>>
Who are you? We have no business with your kind! Begone, or I will set the Ogres on you!
<</speech>>
<<narration>>
He says curtly.
<</narration>>
<<player-speech>>
I should not be so quick to dismiss my offer of peace. I would join the Winter Fey in bringing peace and eternal rest
to the Feywild. And I bear the Bounding Line. I should think Mother Morana would wish to speak to me.
<</player-speech>>
<<narration>>
The little creature goes pale (or you imagine he does. He's made of ice) and withdraws his head from the little
porthole. Just as quickly, you hear a great cracking and clinking of cold chain, and the mighty gates open to you.
<</narration>>
<<speech>>
Apologies, master human! I meant no offense by my coarse tongue. I will take you to the Mother immediately! She will
be most interested in speaking with you!
<</speech>>
<<narration>>
His suddenly obsequious manners are hilariously jarring, as is the groveling and scraping he thinks necessary as he
guides you through the Heart of Winter...<br/>
[[Continue...|summer-court-despite-hallowed-silence-place-abundance-slow-2]]
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
You have thought about how best to approach this situation, knowing what you do of the Winter Court. You need a
quick way to both dispel suspicion and attach sufficient importance to your business that you are taken seriously.
And while Grumbledusk DID technically reject your offer of help, you're willing to wager that news has not made its
way back to the Heart of Winter. Perhaps some constructive deception is in order here...
<</narration>>
<<player-speech>>
Hail to the Eternal Heart of Winter!
<</player-speech>>
<<narration>>
You call out boldly.
<</narration>>
<<player-speech>>
I come to your magnificent city with peace in my heart, seeking an audience with Mother Morana!
<</player-speech>>
<<narration>>
A small porthole at the bottom of the great gate snaps open, and a small, angular head pops out. The creature addresses
you with a bulbous, self-important sort of voice...
<</narration>>
<<speech>>
Who are you? We have no business with your kind! Begone, or I will set the Ogres on you!
<</speech>>
<<narration>>
He says curtly.
<</narration>>
<<player-speech>>
I should not be so quick to dismiss me if I were you. I come here bearing a message from the great tree, Grumbledusk.
I should think Mother Morana would wish to speak to me.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-thought-about-best-approach-situation-knowing-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-little-creature-gives-skeptical-stare-make">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-little-creature-turns-skeptical-eye-wasnt">>
<</if>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<narration>>
Before you can collect your thoughts and parse how best to address the gate guards a small port-hole at the bottom of
the great gate snaps open, and a small angular head pops out. The creature addresses you with a bulbous, self-important
sort of voice...
<</narration>>
<<speech>>
Who are you? We have no business with your kind! Begone, or I will set the Ogres on you!
<</speech>>
<<narration>>
He says curtly.<br/>
You feel your anger stirring, and before you can think better of it your tongue is wagging.
<</narration>>
<<player-speech>>
I would speak to the Winter Queen. Do not trifle with me servant of Winter, or I will grind you to snow under my boot!
<</player-speech>>
<<narration>>
The little ice-creature begins laughing and jeering.
<</narration>>
<<speech>>
Oho!! Listen to the proud tall flesh-bag! So certain is he of his own importance! I don't care a snowflake's odds in
Summer! Beat it!
<</speech>>
<<narration>>
Between Grumbledusk and this runty little churl, you are done being dismissed. You aim a kick at it's head, and miss.
A moment later you realize this was a terrible mistake.<br/>
A great club comes down on your head from one of the mighty guards at the gate, and you lose consciousness.<br/>
You really need to figure out a better way of getting what you want...<br/>
<<link "Continue..." "summer-court-awake-long-after-feeling-already-concussed-2">>
<<run Ember.adjustHp($pc, -Ember.rollD10())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</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, 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.
<</narration>>
<<speech 4>>
Welcome, peddlar of beautiful things! Gladdened we are at your presence. Your coming is an omen of hope and joy to us.
I am Mother Morana.
<</speech>>
<<narration>>
She turns to your escort, who has been standing meekly in the background.
<</narration>>
<<speech 4>>
My thanks to you, my children. You have served me well, and you may go with my blessing.
<</speech>>
<<narration>>
The creature croons huskily and scampers away.
<</narration>>
<<speech 4>>
I have heard tell from my servant at the gate that you boast of a royal gift and an offer of peace. I am intrigued!
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...|summer-court-advance-see-opened-column-ends-circular-2-next]]
<</narration>><<image-medium "HeartOfWinter.png" "Mother Morana, horned and cloaked, looking out over her ice palace beneath the aurora, a raven in flight beside her." "center">>
<<narration>>
You ascend stairs carved into icy arches to a platform high above that overlooks the sprawling, ice-sculpted city
surrounding you. 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 4>>
Welcome to the Heart of Winter, mortal...
<</speech>>
<<narration>>
[[Continue...|summer-court-place-winters-work-most-made-manifest]]
<</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, 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.
<</narration>>
<<speech>>
Well, foolish child, you have your wish, though at the cost of a blow to the head.
<</speech>>
<<narration>>
She says, an amused smile on her face.
<</narration>>
<<speech>>
If you are fool enough to risk injury to see me, you must have something important indeed to speak on.
<</speech>>
<<narration>>
She turns to your escort, who has been standing meekly in the background.
<</narration>>
<<speech>>
My thanks to you, my children. You have served me well, and you may go with my blessing.
<</speech>>
<<narration>>
The creature croons huskily and scampers away.
<</narration>>
<<speech>>
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...|summer-court-advance-see-opened-column-ends-circular-2-next]]
<</narration>><<narration>>
Your wintry captors lead you on a brutal journey through the marshes, away from the tree and towards the darkest part
of the sky. Very soon, you leave behind the architecture of great, twined roots and slog your way through the
surrounding marshes. In time, you leave them behind as well.<br/>
If you had an eye to spare for it, the visions of the Spring-ward seasons of the Feywild would be stunning. You and
your entourage pass Spring fields that stretch out to an eternity of variegated blossoms. Forests of every imaginable
green dip and bow to each other, as beautiful wood and water nymphs play and splash with birds and animals. You walk
across valleys on the canopies of short, bulbous trees, whose branches intertwine seamlessly to make paths for you.<br/>
Spring gives way slowly to the steady, brooding majesty of Winter. Your captors pull you along rime-paths, carved along
the floors of deep crevasses, lit eternally by the swirling of light trapped in the glacial depths, and emerge into
groves of trees and flowers frozen in eternal beauty.<br/>
Then, in time, you emerge and see mighty mountains holding great stormclouds up in the sky, sending flurries of
snow floating to earth. You swear they coalesce into shapes and images that dissipate as quickly as they form,
playing out a disjointed story. Lightning dances across and down from them in flickering crenellations that appear
and disappear, leaving burned images in your eyes.<br/>
All of this you would have been overawed by, had you not been in the custody of the servants of Mother Morana. They
treat you with cruelty and utter contempt. When you cannot walk, they drag you along until they feel like resting.
Your body is soon bloodied, bruised, and exhausted.<br/>
And finally, when you think you can stand it no longer, you descend along the ridge of a great mountain, through a
blanket of clouds, and see a city stretched before you...<br/>
<<link "Continue..." "summer-court-midnight-majesty-greets-beneath-inky-black-2">>
<<run Ember.adjustHp($pc, -(Ember.rollD12() + Ember.rollD12()))>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<image-medium "HeartOfWinter.png" "Mother Morana, horned and cloaked, looking out over her ice palace beneath the aurora, a raven in flight beside her." "center">>
<<narration>>
You ascend stairs carved into icy arches to a platform high above that overlooks the sprawling, ice-sculpted city
surrounding you. 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 4>>
Welcome to the Heart of Winter, mortal...
<</speech>>
<<narration>>
[[Continue...|summer-court-place-winters-work-most-made-manifest-2]]
<</narration>><<narration>>
Despite the hallowed silence of this place, there is an abundance of slow and careful movement around you. Small,
pure-white insects tend to perfectly formed, frozen leaf-shapes with gentle touches of their alien mouths and legs.
Great colossi, hundreds of feet tall, move slow and careful limbs down to pick up mighty 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 minute equally.<br/>
You trail behind your guide 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 guide resolves this for you directly.
He raises his hands and opens his mouth, and a reverberant cry echoes from him. The swirling host stops and then
parts, and you walk a gauntlet of stares.<br/>
[[Continue...|summer-court-advance-see-opened-column-ends-circular-4]]
<</narration>><<narration>>
The little creature gives you a skeptical stare.
<</narration>>
<<speech>>
You make a bold claim, human. The Great Tree hasn't spoken in centuries. Why should I believe you?
<</speech>>
<<prompt>>
How do you respond to the gatekeeper?<br/>
[[Because I'm the first being in centuries to match wits with him|summer-court-because-first-creature-centuries-match-wits]]<br/>
[[Because I understand what he desires better than any in the Winter Kingdom could|summer-court-because-understand-desires-better-anyone-winter]]<br/>
[[Because I brought him a gift worthy of him|summer-court-lie-terribly-human-winter-given-most]]
<</prompt>><<narration>>
The little creature turns a skeptical eye to you.
<</narration>>
<<speech>>
I wasn't formed yesterday, human. If he hasn't spoken to the servants of Winter, he would not have spoken to the
likes of you. Get out of here, or I shall tell the guards to run you off or run you through!
<</speech>>
<<narration>>
You feel your anger stirring.
<</narration>>
<<player-speech>>
I would speak to the Winter Queen. Do not trifle with me servant of Winter, or I will grind you to snow under my boot!
<</player-speech>>
<<narration>>
The little ice-creature begins laughing and jeering.
<</narration>>
<<speech>>
Oho!! Listen to the proud tall flesh-bag! So certain is he of his own importance! I don't care a snowflake's odds in
summer! Beat it!
<</speech>>
<<narration>>
Between Grumbledusk and this runty little churl, you are done being dismissed. You aim a kick at it's head, and miss.
A moment later you realize this was a terrible mistake.<br/>
A great club comes down on your head from one of the mighty guards at the gate, and you lose consciousness.<br/>
You really need to figure out a better way of getting what you want...<br/>
<<link "Continue..." "summer-court-awake-long-after-feeling-already-concussed-2">>
<<run Ember.adjustHp($pc, -Ember.rollD10())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<narration>>
You awake not long after to the feeling of your already-concussed skull bouncing on the ground as you are dragged
by your feet through the streets of the Winter city.<br/>
A midnight majesty greets your eyes through the aching pain. Beneath an inky black sky, the city shines with a
luminosity all its own. 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 look up and
breathe more quietly.<br/>
Your captors walk past all of this with little regard - this is obviously home for them, and so it is as unremarkable
to them as breathing.<br/>
You are dragged 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 captors resolve this for you directly.
They throw you unceremoniously onto the floor in the midst of the host, raise their hands, and open their mouths.
A reverberant cry echoes from them both. The swirling host stops and then parts, and you stagger to your feet to walk
a gauntlet of hostile stares.<br/>
[[Continue...|summer-court-advance-see-opened-column-ends-circular-5]]
<</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" "summer-court-agree-truthfully-breathtaking-mother-world-dont">>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<</link>><br/>
Agree with her, deceitfully:
[[It is indeed, My Lady|summer-court-agree-deceitfully-indeed-mother-beautiful-deception]]<br/>
Disagree with her:
[[It is pretty in its own way, but to my eyes it is incomplete|summer-court-disagree-pretty-own-way-eyes-incomplete]]
<</prompt>><<narration>>
A midnight majesty greets you. Beneath an inky black sky, the city shines with a luminosity all its own. 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 look up and breathe more quietly.<br/>
Your Winter Warden guides walk past all of this with little regard - this is obviously home for them, and so it is
as unremarkable to them as breathing.<br/>
Despite the hallowed silence of this place, there is an abundance of slow and careful movement around you. Small,
pure-white insects tend to perfectly formed, frozen leaf-shapes with gentle touches of their alien mouths and legs.
Great colossi, hundreds of feet tall, move slow and careful limbs down to pick up mighty 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 minute 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 hostile stares.<br/>
Evidently, your coming has been anticipated...<br/>
[[Continue...|summer-court-advance-see-opened-column-ends-circular-6]]
<</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" "summer-court-agree-truthfully-breathtaking-mother-world-dont-2">>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<</link>><br/>
Agree with her, deceitfully:
[[It is indeed, My Lady|summer-court-agree-deceitfully-indeed-mother-beautiful-deception-2]]<br/>
Disagree with her:
[[It is pretty in its own way, but to my eyes it is incomplete|summer-court-disagree-pretty-own-way-eyes-incomplete-2]]
<</prompt>><<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, 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.
<</narration>>
<<speech 4>>
Welcome, child! Gladdened we are at your presence. Your coming is an omen of hope and joy to us. I am Mother Morana.
<</speech>>
<<narration>>
She turns to your escort, who has been standing meekly in the background.
<</narration>>
<<speech 4>>
My thanks to you, my children. You have served me well, and you may go with my blessing.
<</speech>>
<<narration>>
The creature croons huskily and scampers away.
<</narration>>
<<speech 4>>
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...|summer-court-advance-see-opened-column-ends-circular-4-next]]
<</narration>><<image-medium "HeartOfWinter.png" "Mother Morana, horned and cloaked, looking out over her ice palace beneath the aurora, a raven in flight beside her." "center">>
<<narration>>
You ascend stairs carved into icy arches to a platform high above that overlooks the sprawling, ice-sculpted city
surrounding you. 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 4>>
Welcome to the Heart of Winter, mortal...
<</speech>>
<<narration>>
[[Continue...|summer-court-place-winters-work-most-made-manifest-3]]
<</narration>><<player-speech>>
Because I am the first creature in centuries to match wits with him!
<</player-speech>>
<<narration>>
You reply confidently.
<</narration>>
<<speech>>
You matched wits with the Great Tree? Lies! What could you say to match wits with the Great Tree?
<</speech>>
<<prompt>>
How will you respond to the gatekeeper?<br/>
[[I told him he 'wooden' be so lonely if he had a friend!|summer-court-told-wooden-lonely-friend-say-straight]]<br/>
[[I told him I had a gift for him, but it would break the moment he guessed what it was|summer-court-told-gift-break-moment-guessed-nothing]]
<</prompt>><<player-speech>>
Because I understand what he desires better than anyone in the Winter Queendom could.
<</player-speech>>
<<speech>>
And what could the Great Tree possibly want that the servants of Winter could not understand and provide, but you
could?
<</speech>>
<<narration>>
The creature asks sardonically.
<</narration>>
<<player-speech>>
To be left alone.
<</player-speech>>
<<narration>>
The little creature goes pale (or you imagine he does. He's made of ice) and withdraws his head from the little
porthole. Just as quickly, you hear a great cracking and clinking of cold chain, and the mighty gates open to you.
<</narration>>
<<speech>>
Apologies, master human!
<</speech>>
<<narration>>
The creature says.
<</narration>>
<<speech>>
I meant no offense by my coarse tongue. I will take you to the Mother immediately! She will be most interested in
speaking with you!
<</speech>>
<<narration>>
His suddenly obsequious manners are hilariously jarring, as is the groveling and scraping he thinks necessary as
he guides you through the Heart of Winter...<br/>
[[Continue...|summer-court-despite-hallowed-silence-place-abundance-slow-3]]
<</narration>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<speech>>
You lie terribly, human. We of Winter have given him the most precious gifts that we have to offer and still he
is silent. You are stupid and babblesome, and you smell like the pissing tree at the Sybaris Fete after happy hour.
Get out of here, or I shall tell the guards to run you off or run you through!
<</speech>>
<<narration>>
You feel your anger stirring.
<</narration>>
<<player-speech>>
I would speak to the Winter Queen. Do not trifle with me servant of Winter, or I will grind you to snow under my boot!
<</player-speech>>
<<narration>>
The little ice-creature begins laughing and jeering.
<</narration>>
<<speech>>
Oho!! Listen to the proud tall flesh-bag! So certain is he of his own importance! I don't care a snowflake's odds
in summer! Beat it!
<</speech>>
<<narration>>
Between Grumbledusk and this runty little churl, you are done being dismissed. You aim a kick at it's head, and
miss. A moment later you realize this was a terrible mistake.<br/>
A great club comes down on your head from one of the mighty guards at the gate, and you lose consciousness.<br/>
You really need to figure out a better way of getting what you want...<br/>
<<link "Continue..." "summer-court-awake-long-after-feeling-already-concussed-2">>
<<run Ember.adjustHp($pc, -Ember.rollD10())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</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, 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.
<</narration>>
<<speech>>
Well, foolish child, you have your wish, though at the cost of a blow to the head,
<</speech>>
<<narration>>
she says, an amused smile on her face.
<</narration>>
<<speech>>
If you are fool enough to risk injury to see me, you must have something important indeed to speak on.
<</speech>>
<<narration>>
She turns to your escort, who has been standing meekly in the background.
<</narration>>
<<speech>>
My thanks to you, my children. You have served me well, and you may go with my blessing.
<</speech>>
<<narration>>
The creature croons huskily and scampers away.
<</narration>>
<<speech>>
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...|summer-court-advance-see-opened-column-ends-circular-4-next]]
<</narration>><<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 4>>
You could not have its 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.<br/>
But enough of the beauty of Winter. You have a gift of beauty for me, that I very much desire to have. Please - show
it to me!
<</speech>>
<<narration>>
<<set _giftType = $pc.summerGift ? $pc.summerGift.type : null>>
<<if _giftType is Ember.SummerGiftType.LAMENT>>
[[Continue...|summer-court-pull-lute-titania-provided-case-slowly]]
<<elseif _giftType is Ember.SummerGiftType.BAWDY_SONG>>
[[Continue...|summer-court-pull-lute-titania-provided-case-slowly-2]]
<<elseif _giftType is Ember.SummerGiftType.FROSTBLOOM_ROSE>>
[[Continue...|summer-court-slowly-carefully-pull-wrought-wood-case]]
<<elseif _giftType is Ember.SummerGiftType.FROSTHARP>>
[[Continue...|summer-court-pull-wrought-wood-case-sculpture-travelled]]
<<elseif _giftType is Ember.SummerGiftType.SNOWFLAKE>>
[[Continue...|summer-court-pull-wrought-wood-cylinder-case-pack]]
<<else>>
[[Continue...|summer-court-pull-wrought-wood-cylinder-case-pack-2]]
<</if>>
<</narration>><<player-speech>>
It is indeed, Mother. Very Beautiful.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.winter>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-agree-deceitfully-indeed-mother-beautiful-deception-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<<include "summer-court-agree-truthfully-breathtaking-mother-world-dont">>
<<else>>
<<run Ember.updateCourtFavor($pc, "winter", -1)>>
<<include "summer-court-failure-morana-narrows-eyes-gives-piercing">>
<</if>><<player-speech>>
It is pretty in its own way, but to my eyes, it is incomplete.
<</player-speech>>
<<narration>>
Morana smiles patronizingly at that.
<</narration>>
<<speech 4>>
You long for home, and it colors your vision. 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/>
But enough of the beauty of Winter. You have a gift of beauty for me, that I very much desire to have. Please -
show it to me!
<</speech>>
<<narration>>
<<set _giftType = $pc.summerGift ? $pc.summerGift.type : null>>
<<if _giftType is Ember.SummerGiftType.LAMENT>>
[[Continue...|summer-court-pull-lute-titania-provided-case-slowly]]
<<elseif _giftType is Ember.SummerGiftType.BAWDY_SONG>>
[[Continue...|summer-court-pull-lute-titania-provided-case-slowly-2]]
<<elseif _giftType is Ember.SummerGiftType.FROSTBLOOM_ROSE>>
[[Continue...|summer-court-slowly-carefully-pull-wrought-wood-case]]
<<elseif _giftType is Ember.SummerGiftType.FROSTHARP>>
[[Continue...|summer-court-pull-wrought-wood-case-sculpture-travelled]]
<<elseif _giftType is Ember.SummerGiftType.SNOWFLAKE>>
[[Continue...|summer-court-pull-wrought-wood-cylinder-case-pack]]
<<else>>
[[Continue...|summer-court-pull-wrought-wood-cylinder-case-pack-2]]
<</if>>
<</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, 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/>
And you can see she is holding back an ocean of rage...<br/>
[[Continue...|summer-court-gaze-near-stony-faced-grim-mortal]]
<</narration>><<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 4>>
You could not have its 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.<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...<br/>
<</speech>>
<<narration>>
[[Continue...|summer-court-day-morana-turns-enigmatic-smile-face]]
<</narration>><<player-speech>>
It is indeed, Mother. Very beautiful.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.winter>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-agree-deceitfully-indeed-mother-beautiful-deception-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<<include "summer-court-agree-truthfully-breathtaking-mother-world-dont-2">>
<<else>>
<<run Ember.updateCourtFavor($pc, "winter", -1)>>
<<include "summer-court-failure-morana-narrows-eyes-gives-piercing-2">>
<</if>><<player-speech>>
It is pretty in its own way, but to my eyes, it is incomplete.
<</player-speech>>
<<narration>>
Morana smiles patronizingly at that.
<</narration>>
<<speech 4>>
You long for home, and it colors your vision. Poor traveler, to be tied up so in the affairs of the mighty. It is a
terrible thing to have no place to belong.<br/>
You have shown me you speak the truth, and it is to your credit. We have much to speak about, child, for word has
reached me before even your appointment as Voice of the Great Tree...
<</speech>>
<<narration>>
[[Continue...|summer-court-day-morana-turns-enigmatic-smile-face]]
<</narration>><<speech>>
This is the place where the Winter's work is most made manifest - where the perfection we so strive to preserve is
most felt, and best seen. It is beautiful, is it not?
<</speech>>
<<prompt>>
How do you respond?<br/>
Agree with her, truthfully:
<<link "It is breathtaking, My Lady" "summer-court-agree-truthfully-breathtaking-mother-world-dont-3">>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<</link>><br/>
Agree with her, deceitfully:
[[It is indeed, My Lady|summer-court-agree-deceitfully-indeed-mother-beautiful-deception-3]]<br/>
Disagree with her:
[[It is pretty in its own way, but to my eyes it is incomplete|summer-court-disagree-pretty-own-way-eyes-incomplete-3]]
<</prompt>><<image-small "Grumbledusk.png" "Grumbledusk, a gnarled, scowling old tree with a craggy bark face and twisted branches." "right">>
<<player-speech>>
I told him he 'wooden' be so lonely if he had a friend!
<</player-speech>>
<<narration>>
You say, with as straight a face as you can muster.<br/>
The little creature looks at you contemptuously, then closes the porthole unceremoniously in your face.
<</narration>>
<<speech>>
Get out of here, or I shall tell the guards to run you off or run you through!
<</speech>>
<<narration>>
You hear him say, muffled through the great gate.<br/>
You feel your anger stirring.
<</narration>>
<<player-speech>>
I would speak to the Winter Queen. Do not trifle with me servant of Winter, or I will grind you to snow under my boot!
<</player-speech>>
<<narration>>
You yell through the door.<br/>
The little ice-creature appears again at the port-hole, and begins laughing and jeering.
<</narration>>
<<speech>>
Oho!! Listen to the proud tall flesh-bag! So certain is he of his own importance! I don't care a snowflake's odds in
summer! Beat it!
<</speech>>
<<narration>>
Between Grumbledusk and this runty little churl, you are done being dismissed. You aim a kick at it's head, and miss.
A moment later you realize this was a terrible mistake.<br/>
A great club comes down on your head from one of the mighty guards at the gate, and you lose consciousness.<br/>
You really need to figure out a better way of getting what you want...<br/>
<<link "Continue..." "summer-court-awake-long-after-feeling-already-concussed-2">>
<<run Ember.adjustHp($pc, -Ember.rollD10())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</link>>
<</narration>><<player-speech>>
I told him I had a gift for him, but that it would break the moment he guessed what it was. He had nothing to say in
reply, and so granted me to be his Emissary.
<</player-speech>>
<<narration>>
The little creature screws his rimey face up to think about this.
<</narration>>
<<speech>>
OH! SILENCE! I GOT IT! HAH! I-
<</speech>>
<<narration>>
He suddenly goes pale (or you imagine he does. He's made of ice) and withdraws his head from the little porthole.
Just as quickly, you hear a great cracking and clinking of cold chain, and the mighty gates open to you.
<</narration>>
<<speech>>
Apologies, master human! I meant no offense by my coarse tongue. I will take you to the Mother immediately! She
will be most interested in speaking with you!
<</speech>>
<<narration>>
His suddenly obsequious manners are hilariously jarring, as is the groveling and scraping he thinks necessary as he
guides you through the Heart of Winter...<br/>
[[Continue...|summer-court-despite-hallowed-silence-place-abundance-slow-3]]
<</narration>><<narration>>
Despite the hallowed silence of this place, there is an abundance of slow and careful movement around you. Small,
pure-white insects tend to perfectly formed, frozen leaf-shapes with gentle touches of their alien mouths and legs.
Great colossi, hundreds of feet tall, move slow and careful limbs down to pick up mighty 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 minute equally.<br/>
You trail behind your guide 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 guide resolves this for you directly. He
raises his hands and opens his mouth, and a reverberant cry echoes from him. The swirling host stops and then parts,
and you walk a gauntlet of stares.<br/>
[[Continue...|summer-court-advance-see-opened-column-ends-circular-7]]
<</narration>><<narration>>
You pull the lute Titania provided you from its case slowly and carefully, so as not to arouse Morana's suspicions.
She eyes you impassively as you do so, which only increases your nerves.<br/>
You tune the instrument carefully and hum a few bars to warm up your chilled voice before standing straight, looking
Mother Morana in the eye, and beginning.
<</narration>>
<<player-speech>>
I have thought of what gift might please the Winter Queen, and my mind was drawn to the memory of a love I had and
lost once, long ago. I thought surely I might find a sympathetic ear from the queen who seeks to prevent all loss
and death. This is the song of my lost love...
<</player-speech>>
<<narration>>
Morana listens, watching you thoughtfully. You cannot tell by her expression whether she approves of your choice or
not, but you have no recourse now; you must complete what you've started...<br/>
You carefully play your song's introduction and sing your song of lost love to Mother Morana, Queen of Winter.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 14 - 2 * ($pc.summerGift ? $pc.summerGift.successes : 0)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-pull-lute-titania-provided-case-slowly-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-pour-heart-soul-song-feeling-deep">>
<<else>>
<<goto "summer-court-start-off-well-enough-struggles-composition">>
<</if>><<narration>>
You pull the lute Titania provided you from its case slowly and carefully, so as not to arouse Morana's suspicions.
She eyes you impassively as you do so, which only increases your nerves.<br/>
You tune the instrument carefully and hum a few bars to warm up your chilled voice before standing straight, looking
Mother Morana in the eye, and beginning.
<</narration>>
<<player-speech>>
I have thought of what gift might please the Winter Queen, and my thoughts turned to merriment. Winter can be a cold
and silent season, and I thought perhaps the Queen of Winter might appreciate the gift of laughter. So I've written a
song about my lost pants.
<</player-speech>>
<<narration>>
Mother Morana's stony glare does not give you much confidence, but you have no recourse now; you must complete what
you've started...<br/>
You let your hand strum the opening bars of your jaunty little song, and you're off, singing a song about lost pants
to Mother Morana, Queen of Winter.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 18 - 2 * ($pc.summerGift ? $pc.summerGift.successes : 0)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-pull-lute-titania-provided-case-slowly-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-begin-flourish-lute-off-rollicking-tune">>
<<else>>
<<goto "summer-court-start-off-well-enough-struggles-composition-2">>
<</if>><<narration>>
You slowly and carefully pull the wrought-wood case in which your sculpture has travelled from your pack, so as not
to arouse Morana's suspicions. She eyes you impassively as you do so, which only increases your nerves.<br/>
You open it, facing yourself, and see, to your relief, that the crystalline rose remains undamaged.
<</narration>>
<<player-speech>>
I have thought of what gift might please the Winter Queen, and my hands were drawn to hammer and chisel. I found a
piece of clear crystal that mimics the shine and form of ice, and carved from it a shape I thought might please you.
<</player-speech>>
<<narration>>
And with that, you draw the crystalline rose from its bed in the case and bring it up into the moonlight in front of
the Winter Queen. It shines with otherworldly brilliance, collecting and refracting the light until it glows
brilliantly.<br/>
You hold it out to Mother Morana, hoping against hope that she is moved by your work.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 14 - 2 * ($pc.summerGift ? $pc.summerGift.successes : 0)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-slowly-carefully-pull-wrought-wood-case-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-hard-work-rewarded-moranas-generally-impassive">>
<<else>>
<<goto "summer-court-morana-betrays-nothing-receiving-flower-inspects">>
<</if>><<narration>>
You pull the wrought wood case in which your sculpture has travelled out of your pack slowly and carefully, so as not
to arouse Morana's suspicions. She eyes you impassively as you do so, which only increases your nerves.<br/>
You open it, facing yourself, and see, to your relief, that the delicate Frostharp remains undamaged inside.
<</narration>>
<<player-speech>>
I have thought of what gift might please the Winter Queen, and my hands were drawn to hammer and chisel. I found a
piece of clear crystal that mimics the shine and form of ice, and carved from it a shape I thought might please you.
It is my belief that while the hands of creatures might draw forth music from an instrument, even you, Mother Morana,
might never have heard an instrument played by the winter wind.
<</player-speech>>
<<narration>>
And with that, you draw the Frostharp from its bed in the case and hold it up in the winter breeze that stirs the air
on your high platform.<br/>
You feel the strings begin to stir, and pray the Frostharp turns the winter wind to beautiful tones, lovely to the ear
of Mother Morana.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 10 - 2 * ($pc.summerGift ? $pc.summerGift.successes : 0)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-pull-wrought-wood-case-sculpture-travelled-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-hard-work-rewarded-moranas-generally-impassive-2">>
<<else>>
<<goto "summer-court-morana-betrays-nothing-receiving-flower-inspects-2">>
<</if>><<narration>>
You pull the wrought wood cylinder case from your pack, in which your painting has travelled, slowly and carefully,
so as not to arouse Morana's suspicions. She eyes you impassively as you do so, which only increases your nerves.<br/>
You draw the rolled painting out and unravel it, facing away from the Winter Queen. You are relieved to see that it
remains undamaged.
<</narration>>
<<player-speech>>
I have thought of what gift might please the Winter Queen, and my hands were drawn to brush and canvas. I had heard
tell that you love the perfect and the immutable; gifts from The Sleeping One worthy of preservation.<br/>
My mind sought one of nature's smallest perfections - one which is a microcosm of the perfection of Winter. I sought
to capture in my work the depths of its perfection, and the joys of its symmetry.
<</player-speech>>
<<narration>>
And with that, you turn your work of art towards Mother Morana, hoping against hope that it finds her approval.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 12 - 2 * ($pc.summerGift ? $pc.summerGift.successes : 0)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-pull-wrought-wood-cylinder-case-pack-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-hard-work-rewarded-moranas-generally-impassive-3">>
<<else>>
<<goto "summer-court-moranas-face-betrays-nothing-receiving-flower">>
<</if>><<narration>>
You pull the wrought wood cylinder case from your pack, in which your painting has travelled, out of your pack slowly
and carefully, so as not to arouse Morana's suspicions. She eyes you impassively as you do so, which only increases
your nerves.<br/>
You draw the rolled painting out and unravel it, facing away from the Winter Queen. You are relieved to see it remains
undamaged.
<</narration>>
<<player-speech>>
I have thought of what gift might please the Winter Queen, and my hands were drawn to brush and canvas. I remembered
the most breathtaking thing I had ever seen. I saw it in the darkest night, in the depths of Winter, and I could think
of no more fitting rendering of the glorious beauty of Winter than that scene. I have tried in my own humble way to
set it to canvas, to bring honor to the Winter Court, and to you, Mother Morana.
<</player-speech>>
<<narration>>
And with that, you turn your work of art towards Mother Morana, hoping against hope that it finds her approval.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Charisma">>
<<set _dc = 14 - 2 * ($pc.summerGift ? $pc.summerGift.successes : 0)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-pull-wrought-wood-cylinder-case-pack-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-hard-work-rewarded-moranas-generally-impassive-4">>
<<else>>
<<goto "summer-court-moranas-face-betrays-nothing-receiving-flower-2">>
<</if>><<narration>>
Morana narrows her eyes and gives you a piercing gaze.
<</narration>>
<<speech 4>>
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. Already my heart
is suspicious, for you are a stranger to us, and your purposes are as yet unknown. All this I will set aside if you
will deal truthfully with me, and if your gift moves me. If not, you will find my wrath sharp and unyielding.<br/>
But come, let us put aside such unpleasantness. You have a gift of beauty for me, that I very much desire to have.
Please - show it to me!
<</speech>>
<<narration>>
<<set _giftType = $pc.summerGift ? $pc.summerGift.type : null>>
<<if _giftType is Ember.SummerGiftType.LAMENT>>
[[Continue...|summer-court-pull-lute-titania-provided-case-slowly]]
<<elseif _giftType is Ember.SummerGiftType.BAWDY_SONG>>
[[Continue...|summer-court-pull-lute-titania-provided-case-slowly-2]]
<<elseif _giftType is Ember.SummerGiftType.FROSTBLOOM_ROSE>>
[[Continue...|summer-court-slowly-carefully-pull-wrought-wood-case]]
<<elseif _giftType is Ember.SummerGiftType.FROSTHARP>>
[[Continue...|summer-court-pull-wrought-wood-case-sculpture-travelled]]
<<elseif _giftType is Ember.SummerGiftType.SNOWFLAKE>>
[[Continue...|summer-court-pull-wrought-wood-cylinder-case-pack]]
<<else>>
[[Continue...|summer-court-pull-wrought-wood-cylinder-case-pack-2]]
<</if>>
<</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 are the source of great and terrible offenses to the conscience of all
Winter. Much I could have overlooked, for you are a stranger to this land. But you have exceeded by many leagues
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. Faced with an odious task, you have served me well. Go with my blessing.
<</speech>>
<<narration>>
They croon huskily with pleasure and pride and scamper away.
<</narration>>
<<speech>>
Come. We will speak in private.
<</speech>>
<<narration>>
[[Continue...|summer-court-gaze-near-stony-faced-grim-mortal-next]]
<</narration>><<image-medium "HeartOfWinter.png" "Mother Morana, horned and cloaked, looking out over her ice palace beneath the aurora, a raven in flight beside her." "center">>
<<narration>>
You ascend stairs carved into icy arches to an open platform high above that overlooks the sprawling, ice-sculpted
city surrounding you. 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 4>>
Welcome to the Heart of Winter, mortal...
<</speech>>
<<narration>>
[[Continue...|summer-court-blinding-instant-throat-iron-grip-holding]]
<</narration>><<narration>>
Morana turns to you with an enigmatic smile on her face.
<</narration>>
<<speech 4>>
As you must know, child, I am Mother Morana, Queen of the Winter Court, and Rightful Keeper of the Colors. What might
I call you?
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
Well met, $pc.name. Be at peace here, in the Heart of Winter. I believe your purposes and ours may well align, and
that I might even extend the protection of my family to you. Before anything else, though, tell me, child: how did
one such as you come to be the voice of the Great Tree?
<</speech>>
<<player-speech>>
I spent some time with him and learned what his heart desires. In doing so, I convinced him that I could speak for
him where he could not otherwise be heard,
<</player-speech>>
<<narration>>
You reply.
<</narration>>
<<player-speech>>
Why do you and your people so venerate him?
<</player-speech>>
<<speech 4>>
Your question is a good one, child. Do you know why we love the frozen dark of winter?
<</speech>>
<<narration>>
You shake your head.
<</narration>>
<<speech 4>>
We love it for what it keeps from decay and death. Do you not lament that all things carry in them beauty in some
measure, only to pass away and be forgotten? A brilliant sunset lasts only for a few fleeting hours, and is gone
except in memory. A flower blooms in spring, and by summer that bloom is lost, and the flower that produced it is
left to rotten death. Perhaps you have not seen the Heretic Queen's Heart of Summer, but it rests on a great morass
of darkness and death that she calls the Beneath. Such things are abhorrent to our imagination. We would save all
beauty in The Sleeping One's dream until she wakes again. Here, in the meantime, we set ourselves to hold back the
flow that bleeds the beauty of the colors away to your world and others.
<</speech>>
<<player-speech>>
But do the colors not belong to our world too?
<</player-speech>>
<<speech 4>>
They do. But not by any will save that of The Sleeping One. Were they left untended, they would 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/>
We hold the Great Tree in high regard because he is ancient, and in his trunk and limbs he holds ancient memories,
stretching far back into the past, to The Sleeping One herself. For this reason above all others, he is worthy of
our veneration.<br/>
And now, let us talk of friendship. 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/>
But tell me first: what do you know of the Bounding Line?
<</speech>>
<<prompt>>
How would you like to respond to Morana's questions?<br/>
[[Make an ally of her (or at least pretend to...)|summer-court-persuasion-deception-intending-speak-truly-form]]<br/>
[[Keep her at arm's length|summer-court-bristle-immediately-know-enough-heard-enough]]
<</prompt>><<narration>>
Morana narrows her eyes and gives you a piercing gaze.
<</narration>>
<<speech 4>>
Do not lie to me, mortal. Lies are imperfections and have no place here.
I have questions for you, mortal, and I caution you: do not lie to me again. I cannot abide untruths. I have heard
much of your deeds in the Feywild, even before your appointment as the Voice of the Great Tree, and not all of it
brings me pleasure. All this I will dismiss as a wayward child left alone to their own devices. But answer me
truthfully from this moment forward, or you will find my wrath sharp and unyielding. But come, let us put aside
such unpleasantness...
<</speech>>
<<narration>>
[[Continue...|summer-court-day-morana-turns-enigmatic-smile-face]]
<</narration>><<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 4>>
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.<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...|summer-court-day-morana-turns-enigmatic-smile-face-2]]
<</narration>><<player-speech>>
It is indeed, Mother. Very beautiful.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.winter>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-agree-deceitfully-indeed-mother-beautiful-deception-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<<include "summer-court-agree-truthfully-breathtaking-mother-world-dont-3">>
<<else>>
<<run Ember.updateCourtFavor($pc, "winter", -1)>>
<<include "summer-court-failure-morana-narrows-eyes-gives-piercing-3">>
<</if>><<player-speech>>
It is pretty in its own way, but to my eyes, it is incomplete.
<</player-speech>>
<<narration>>
Morana smiles patronizingly at that.
<</narration>>
<<speech 4>>
You long for home, and it colors your vision. 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/>
You have shown me you speak the truth, and it is to your credit. We have much to speak about, child, for word has
reached me before even your appointment as Voice of the Great Tree...
<</speech>>
<<narration>>
[[Continue...|summer-court-day-morana-turns-enigmatic-smile-face-2]]
<</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, 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.
<</narration>>
<<speech 4>>
Emissary of the Ancient Tree. Welcome. Your deeds precede you into my house. Gladdened and humbled we are at your
presence. Your coming is an omen of hope and joy to us. I am Mother Morana. Come, I would speak to you, who have
spoken to the Tree.
<</speech>>
<<narration>>
She turns to your escort, who has been standing meekly in the background.
<</narration>>
<<speech 4>>
My thanks to you, my children. You have served me well, and you may go with my blessing.
<</speech>>
<<narration>>
The creature croons huskily and scampers away.
<</narration>>
<<speech 4>>
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...|summer-court-ascend-stairs-carved-icy-arches-platform]]
<</narration>><<narration>>
You pour heart and soul into the song, feeling again the deep sadness of lost love until it overwhelms you, and tears
pour down your cheeks as you sing.<br/>
Your long practice pays off. The song is beautiful. Your voice is rich and clear. Your fingers are sure and steady on
the strings. The song carries on the Winter breeze, stilling all motion around you in honor of a beautiful song being
sung from a true heart.<br/>
When you are done, you lower your instrument and look up to see Morana standing frozen, tears streaming down her face
to match your own.
<</narration>>
<<speech>>
You have honored my heart and my ears with your song, child. I would know the name of one who can draw such beautiful
lament from so simple an instrument.
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech>>
Well, $pc.name, you are welcome in my house and have a place of honor here for a gift well and truly given. Consider
me in your debt, for beauty should be returned with kindness.<br/>
Be at peace here, in the Heart of Winter. I believe your purposes and ours may well align, and that I might even
extend the protection of my family to you.
<</speech>>
<<narration>>
<<link "Continue..." "summer-court-purposes-mother-morana-question-good-one">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
You start off well enough, but your struggles in composition and practice show themselves all too soon. You confidently
reach for high notes and hear them screech from your throat like an angry crow. Your fingers fumble the same sequence
repeatedly. You feel your cheeks burn with embarrassment. Yet you persevere, in some macabre ritual of self-
flagellation. Morana winces repeatedly, and her expression grows progressively colder...<br/>
When you are done, you lower your instrument and look up to see Morana looking at you, stony-faced.
<</narration>>
<<speech 4>>
What is your name, human?
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
Well, $pc.name, that was truly a terrible thing to have to endure. The only redemption in it was that it was music,
and therefore passed swiftly and can be swiftly forgotten. Do you bring me this 'gift' to insult me? Explain yourself!
<</speech>>
<<narration>>
[[Continue...|summer-court-intending-speak-truly-form-alliance-mother]]
<</narration>><<narration>>
You begin with a flourish on the lute, and with that, you are off. The rollicking tune carries from your lute,
accompanied by the stamping of your foot on the ground.<br/>
And purest magic flows from you as you do. The air crackles with wit. The wind chuckles at your jokes. Your fingers
are sure and steady on the chords, and your voice pours forth merriment, timed and toned just right, so no being that
understands could resist the laughter that bubbles up from within.<br/>
And indeed, as you sing, you see Morana's lips curve at the edges. You watch her fighting to control herself, but by
the second verse, she is chuckling, and by the third, she is lost in uproarious laughter. By the last chorus, she is
singing and clapping along with utter abandon that warms your heart. And when you end your song about pants with a
great flourish, she applauds you warmly, with an open smile.
<</narration>>
<<speech 4>>
Ah, I have not laughed like that since I danced in the first snow of The Sleeping One's dream. I had forgotten the joy
that might be found in such things. Thank you, mortal. Thank you. And shame - I do not even know who I am thanking!
Tell me your name, joy-singer!
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
Well, $pc.name, you are welcome in my house and have a place of honor here for a gift well and truly given. Consider
me in your debt, for joy such as this should be returned with kindness. And be at peace here in the Heart of Winter.
I believe your purposes and ours may well align, and that I might even extend the protection of my family to you.
<</speech>>
<<narration>>
<<link "Continue..." "summer-court-purposes-mother-morana-question-good-one">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
You start off well enough, but your struggles in composition and practice show themselves all too soon. You confidently
reach for high notes and hear them screech from your throat like an angry crow. Your fingers fumble the same sequence
repeatedly. You feel your cheeks burn with embarrassment. Yet you persevere, in some macabre ritual of self-
flagellation. Morana winces repeatedly, and her expression grows progressively colder...<br/>
When you are done, you lower your instrument and look up to see Morana looking at you, stony-faced.
<</narration>>
<<speech 4>>
What is your name, human?
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
Well, $pc.name, that was truly a terrible thing to have to endure. The only redemption in it was that it was music,
and therefore passed swiftly and can be swiftly forgotten. Do you bring me this 'gift' to insult me? Explain yourself!
<</speech>>
<<narration>>
[[Continue...|summer-court-intending-speak-truly-form-alliance-mother]]
<</narration>><<narration>>
And your hard work is rewarded. Morana's generally impassive face is transfigured by awe. She is captivated by the
delicate internal glow of the flower, and she reaches for it without thought.<br/>
You hand it to her, and she brings it close to her face, watching the facets of each delicately formed petal dance
and shimmer in the moonlight. You can see the gently refracted patterns playing across her face as she watches. For
long minutes, she is utterly lost in the depths of your work, and your heart swells with pride.<br/>
At length, she realizes you are there and addresses you.
<</narration>>
<<speech 4>>
This is a gift fit for immortals, child! I have not seen such beauty since The Sleeping One dreamed the first snows of
Winter into being! You honor me beyond honor by your craft. I would know the name of one who can form such a thing from
mere stone.
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
Well, $pc.name, you are welcome in my house, and have a place of honor here for a gift well and truly given. Consider
me in your debt, for beauty should be returned with kindness.<br/>
Be at peace here, in the Heart of Winter. I believe your purposes and ours may well align, and that I might even
extend the protection of my family to you.
<</speech>>
<<narration>>
<<link "Continue..." "summer-court-purposes-mother-morana-question-good-one">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
But Morana betrays nothing upon receiving the flower. She inspects it for a time, then hands it back to you with
an expression of distaste.<br/>
<</narration>>
<<speech 4>>
I am puzzled by your gift. It is cunningly crafted, but every gift has meaning for the one who receives, and yours I
cannot parse. You chose a flower for me - a thing of passing beauty, when we of Winter venerate the eternal. And you
chose a stone that apes the colors and shapes of ice, but has not the power of ice. Why a flower? Why wrought of
crystal?<br/>
I cannot help but think the one who wrought this either thought not of the one who would receive it at all, or that
they sought to confuse and dismay them by their representation.<br/>
Tell me, what is your name, human?
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
And what am I to think of your creation, $pc.name? Are you a fool, or an obfuscator? I fear that neither recommends
you to me. Do you bring me this 'gift' to insult me? Explain yourself!
<</speech>>
<<narration>>
<<link "Continue..." "summer-court-intending-speak-truly-form-alliance-mother">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
And your hard work is rewarded. Morana's generally impassive face is transfigured by awe. She is captivated by the
intricate delicacy of the beautiful little harp, and she reaches for it without thought.<br/>
You hand it to her, and she brings it close to her face, watching the facets of the crystalline instrument dance
and shimmer in the moonlight. You can see the gently refracted patterns playing on her face as she watches. For
long minutes, she is utterly lost in the depths of your work, and your heart swells with pride.
<</narration>>
<<player-speech>>
If I may, Mother Morana. Hold it up to the winter wind, and let it catch the strings.
<</player-speech>>
<<narration>>
She raises it carefully aloft, and a strange and glorious shimmer of sound pierces the moonlit night. As the harp
rotates in the wind, it sings a wordless song of lament, high and keening and heartbreaking. You glance down and
are surprised to see that Morana is weeping openly, transfixed by the windsong.<br/>
At length, she realizes you are there and addresses you.
<</narration>>
<<speech 4>>
This is a gift fit for immortals, child! I have neither seen nor heard such beauty since The Sleeping One dreamed the
first snows of Winter into being! You honor me beyond honor by your craft. I would know the name of one who can form
such a thing from mere stone.
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
Well, $pc.name, you are welcome in my house, and have a place of honor here for a gift well and truly given. Consider
me in your debt, for beauty should be returned with kindness.<br/>
Be at peace here, in the Heart of Winter. I believe your purposes and ours may well align, and that I might even
extend the protection of my family to you.
<</speech>>
<<narration>>
<<link "Continue..." "summer-court-purposes-mother-morana-question-good-one">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
But Morana betrays nothing upon receiving the harp. She inspects it for a time, then looks at you with distaste
and confusion.
<</narration>>
<<speech 4>>
And what am I to do with this?
<</speech>>
<<player-speech>>
If I may, Mother Morana. Hold it up to the winter wind, and let it catch the strings.
<</player-speech>>
<<narration>>
She raises it carefully aloft, and a strange and glorious shimmer of sound pierces the moonlit night. As the harp
rotates in the wind, it sings a wordless song of lament, high and keening and heartbreaking. At least, it is so to
your ears.<br/>
Morana evidently shares none of your enjoyment.
<</narration>>
<<speech 4>>
Music is the rudest of the arts, mortal. It disappears the moment it is made, like smoke on the wind. And surely you
know that the fickle wind is no friend to the slow eternity of Winter. Given that it is so, I am puzzled by your gift.
It is cunningly crafted, but every gift has meaning for the one who receives, and yours I cannot parse. You chose a
stone that apes the colors and shapes of ice, but has not the power of ice, and you formed from it a crude instrument,
in praise of the lowliest of elements.<br/>
I cannot help but think the one who wrought this either thought not of the one who would receive it at all, or that
they sought to confuse and dismay them by their representation.<br/>
Tell me, what is your name, human?
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
And what am I to think of your creation, $pc.name? Are you a fool, or an obfuscator? I fear that neither recommends
you to me. Do you bring me this 'gift' to insult me? Explain yourself!
<</speech>>
<<narration>>
[[Continue...|summer-court-intending-speak-truly-form-alliance-mother]]
<</narration>><<narration>>
And your hard work is rewarded. Morana's generally impassive face is transfigured by awe. She is utterly captivated
by your work.<br/>
You hand it to her, and she spends long minutes lost in absorbing every piece of it, much as you did when you painted
it. You see the hard lines of her face soften, and a small smile plays at the edge of her lips. Your heart swells
with pride.<br/>
At length, she realizes you are still there and addresses you.
<</narration>>
<<speech 4>>
This is a gift fit for immortals, child! I have neither seen such beauty since The Sleeping One dreamed the first
snows of Winter into being! The art of the brush is dear to us, for it is one of the few ways given unto us to
capture a moment in time that is not mere memory. You honor me beyond honor by your craft. I would know the name
of one who can bring forth such beauty from a mere blank canvas.
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
Well, $pc.name, you are welcome in my house, and have a place of honor here for a gift well and truly given. Consider
me in your debt, for beauty should be returned with kindness.
Be at peace here, in the Heart of Winter. I believe your purposes and ours may well align, and that I might even
extend the protection of my family to you.
<</speech>>
<<narration>>
<<link "Continue..." "summer-court-purposes-mother-morana-question-good-one">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
But Morana's face betrays nothing upon receiving the flower. She inspects it for a time, then hands it back to you
with an expression of mild distaste.
<</narration>>
<<speech 4>>
I am puzzled by your gift. It is cunningly rendered, but every gift has meaning for the one who receives it, and
yours I cannot parse. You chose the smallest piece of Winter - that which passes away most quickly - and rendered it
in deep and careful detail. You have made great by your art the least part of Winter.<br/>
I cannot help but think the one who poured themselves into this work either thought not of the one who would receive
it at all, or that they sought to confuse and dismay them by their representation.<br/>
Tell me, what is your name, human?
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
And what am I to think of your creation, $pc.name? Are you a fool, or an obfuscator? I fear that neither recommends
you to me. Do you bring me this 'gift' to insult me? Explain yourself!
<</speech>>
<<narration>>
<<link "Continue..." "summer-court-intending-speak-truly-form-alliance-mother">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
And your hard work is rewarded. Morana's generally impassive face is transfigured by awe. She is utterly captivated
by your work.<br/>
You hand it to her, and she spends long minutes lost in absorbing every piece of it, much as you did when you painted
it. You see the hard lines of her face soften, and a small smile plays at the edge of her lips. Your heart swells
with pride.<br/>
At length, she realizes you are still there and addresses you.
<</narration>>
<<speech 4>>
This is a gift fit for immortals, child! I have neither seen such beauty since The Sleeping One dreamed the first
snows of Winter into being! The art of the brush is dear to us, for it is one of the few ways given unto us to capture
a moment in time that is not mere memory. You honor me beyond honor by your craft. I would know the name of one who
can bring forth such beauty from a mere blank canvas.
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
Well, $pc.name, you are welcome in my house, and have a place of honor here for a gift well and truly given. Consider
me in your debt, for beauty should be returned with kindness.<br/>
Be at peace here, in the Heart of Winter. I believe your purposes and ours may well align, and that I might even
extend the protection of my family to you.
<</speech>>
<<narration>>
<<link "Continue" "summer-court-purposes-mother-morana-question-good-one">>
<<run Ember.adjustD12Inspiration($pc, 1)>>
<</link>>
<</narration>><<narration>>
But Morana's face betrays nothing upon receiving the flower. She inspects it for a time, then hands it back to you
with an expression of mild distaste.
<</narration>>
<<speech 4>>
I am puzzled by your gift. It is cunningly rendered, but every gift has meaning for the one who receives it, and yours
I cannot parse. You chose the most mutable of the beauties of Winter - the Aurora: that which is the embodiment of
constant change. A sky full of insult to everything Winter holds dear. You have rendered it in deep and careful detail.
You have made great by your art the least part of Winter.<br/>
I cannot help but think the one who poured themselves into this work either thought not of the one who would receive
it at all, or that they sought to confuse and dismay them by their representation.<br/>
Tell me, what is your name, human?
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
And what am I to think of your creation, $pc.name? Are you a fool, or an obfuscator? I fear that neither recommends
you to me. Do you bring me this 'gift' to insult me? Explain yourself!
<</speech>>
<<narration>>
[[Continue...|summer-court-intending-speak-truly-form-alliance-mother]]
<</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 4>>
This is the place where the work of Winter 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 4>>
We of Winter work at every moment to preserve in reality, in record, and in memory, the beautiful dream of the Sleeping
One. We lament that all things carry in them beauty in some measure, only to pass away and be forgotten. We weep as
the brilliant sunset passes away in but a few fleeting hours and is gone in all but memory. A flower blooms in Spring,
and by Summer, that bloom is lost, and the flower that produced it is only rotten death. The Heretic Queen cares not
for such things. Her loathsome Heart of Summer rests on a great morass of darkness and death that she calls the Beneath.
Such things are abhorrent to us. And you...
<</speech>>
<<narration>>
And she shakes you violently by the throat,
<</narration>>
<<speech 4>>
You reek of her callousness and caprice! Only one as heretical as her could contemplate the destruction of the Great
Tree, let alone make it come to pass!<br/>
You have my attention, witless worm! Tell me, why should I not squeeze the life from your miserable body and laugh
as I do?
<</speech>>
<<narration>>
As she spits her tirade in your face, you fumble in your pocket for the Bounding Line...
<</narration>>
<<prompt>>
How will you respond to Mother Morana?<br/>
[[Show Morana the Bounding Line|summer-court-finally-feel-threads-bounding-line-pocket]]<br/>
[[Attempt to bind Morana with the Bounding Line|summer-court-whip-bounding-line-pocket-hoping-catch]]
<</prompt>><<narration>>
Are you intending to speak truly and form an alliance with Mother Morana, or lie and remain neutral or loyal to Titania?<br/>
Be careful! Your past actions might affect this result!
<</narration>>
<<prompt>>
[[I am speaking truly - I wish to make Morana an ally (Persuasion)|summer-court-thought-long-about-saw-titanias-kingdom]]<br/>
[[I am lying - I am neutral or loyal to Titania for the time being (Deception)|summer-court-know-enough-mother-morana-wield-bounding]]
<</prompt>><<narration>>
You bristle immediately.
<</narration>>
<<player-speech>>
I know enough and have heard enough, Morana. I know your people have for centuries babbled at an ancient tree that
is utterly indifferent to you, and indeed holds you in contempt. I know that in all those long years, neither you
nor any of yours, for all your venerations and offerings, ever bothered to sit with him and ask him what it was he
wished for. Winter is stubborn and blind.<br/>
I know that I hold the Bounding Line, and I can wield it to bind you as easily as I might lace up my boot. I know
that you and the Summer Twit 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 = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-bristle-immediately-know-enough-heard-enough-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "winter", 2)>>
<<goto "summer-court-success-add-winter-score-see-moranas">>
<<else>>
<<goto "summer-court-pretty-speech-foolish-wholly-unnecessary-dog">>
<</if>><<narration>>
Morana turns to you with an enigmatic smile on her face.
<</narration>>
<<speech 4>>
As you must know, child, I am Mother Morana, Queen of the Winter Court, and Rightful Keeper of the Colors. What might I
call you?
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 4>>
Well met, $pc.name. Be at peace here, in the Heart of Winter. I believe your purposes and ours may well align, and
that I might even extend the protection of my family to you.
<</speech>>
<<player-speech>>
What are your purposes, Mother Morana?
<</player-speech>>
<<speech 4>>
Your question is a good one, child. Do you know why we love the frozen dark of Winter?
<</speech>>
<<narration>>
You shake your head.
<</narration>>
<<speech 4>>
We love it for what it keeps from decay and death. Do you not lament that all things carry in them beauty in some
measure, only to pass away and be forgotten? A brilliant sunset lasts only for a few fleeting hours and is gone in
all but memory. A flower blooms in Spring, and by Summer that bloom is lost, and the flower that produced it is only
rotten death? Perhaps you have not seen the Heretic Queen's Heart of Summer, but it rests on a great morass of
darkness and death that she calls the Beneath. Such things are abhorrent to our imagination. We would save all beauty
in The Sleeping One's dream, until she wakes again. Here, in the meantime, we set ourselves to hold back the flow
that bleeds the beauty of the colors away to your world and others.
<</speech>>
<<player-speech>>
But do the colors not belong to our world too?
<</player-speech>>
<<speech 4>>
They do. But not by any will save that of The Sleeping One. Were they left untended, they would 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/>
And now, let us talk of friendship. 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/>
But tell me first: what do you know of the Bounding Line?
<</speech>>
<<prompt>>
How would you like to respond to Morana's questions?<br/>
[[Make an ally of her (or at least pretend to...)|summer-court-persuasion-deception-intending-speak-truly-form]]<br/>
[[Keep her at arm's length|summer-court-bristle-immediately-know-enough-heard-enough]]
<</prompt>><<narration>>
Morana narrows her eyes and gives you a piercing gaze.
<</narration>>
<<speech 4>>
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. I have heard
much of your deeds in the Feywild, even before your appointment as the Voice of the Great Tree, and not all of it
brings me pleasure. All this I will dismiss as a wayward child left alone to their own devices. But answer me
truthfully from this moment forward, or you will find my wrath sharp and unyielding. But come, let us put aside
such unpleasantness...
<</speech>>
<<narration>>
[[Continue...|summer-court-day-morana-turns-enigmatic-smile-face-2]]
<</narration>><<player-speech>>
And what are your purposes, Mother Morana?
<</player-speech>>
<<speech 4>>
Your question is a good one, child. Do you know why we love the frozen dark of Winter?
<</speech>>
<<narration>>
You shake your head.
<</narration>>
<<speech 4>>
We love it for what it keeps from decay and death. Do you not lament that all things carry in them beauty in some
measure, only to pass away and be forgotten? A brilliant sunset lasts only for a few fleeting hours, and is gone in
all but memory. A flower blooms in Spring, and by Summer that bloom is lost, and the flower that produced it is only
rotten death? Perhaps you have not seen the Heretic Queen's Heart of Summer, but it rests on a great morass of darkness
and death that she calls the Beneath. Such things are abhorrent to our imagination. We would save all beauty in The
Sleeping One's dream, until she wakes again. Here, in the meantime, we set ourselves to hold back the flow that bleeds
the beauty of the colors away to your world and others.
<</speech>>
<<player-speech>>
But do the colors not belong to our world too?
<</player-speech>>
<<speech 4>>
They do. But not by any will save that of The Sleeping One. Were they left untended, they would 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/>
And now, let us talk of friendship. You have presented me with a gift. 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/>
But tell me first: what do you know of the Bounding Line?
<</speech>>
<<prompt>>
How would you like to respond to Morana's questions?<br/>
[[Make an ally of her (or at least pretend to...)|summer-court-persuasion-deception-intending-speak-truly-form]]<br/>
[[Keep her at arm's length|summer-court-bristle-immediately-know-enough-heard-enough-2]]
<</prompt>><<narration>>
Are you intending to speak truly and form an alliance with Mother Morana, or lie and remain neutral or loyal to Titania?<br/>
Be careful! Your past actions might affect this result!
<</narration>>
<<prompt>>
[[I am speaking truly - I wish to make Morana an ally (Persuasion)|summer-court-thought-long-about-saw-titanias-kingdom-2]]<br/>
[[I am lying - I am neutral or loyal to Titania for the time being (Deception)|summer-court-hold-back-anger-moment-mother-morana]]
<</prompt>><<narration>>
You finally feel the threads of the Bounding Line in your pocket and pull it free, letting it swing in the winter wind
in front of Morana's face.<br/>
Her face stills. A tense moment passes. Finally, she pulls you back from the ledge and throws you roughly onto the
platform behind her.
<</narration>>
<<speech 4>>
Where did you get that?
<</speech>>
<<narration>>
She hisses.
<</narration>>
<<prompt>>
How will you respond to Mother Morana?<br/>
[[I was given it by Lady Titania|summer-court-given-lady-titania-order-bind-told]]<br/>
[[It doesn't matter. I have it, and you need it|summer-court-doesnt-matter-winter-queen-know-interest]]
<</prompt>><<narration>>
You whip the Bounding Line up out of your pocket, hoping to catch the Winter Queen off guard and bind her before she
extinguishes your life completely.<br/>
But she is too quick. She ducks beneath your thrown hand, and as a result of the motion is forced to throw you roughly
onto the platform behind her...<br/>
<<link "Continue..." "summer-court-day-mother-morana-stares-pretense-maternal">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<narration>>
You have thought long about what you saw in Titania's kingdom not so long ago, and you want no part of it. Morana and
the Winter Court seem better allies than their Summer counterpart.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-thought-long-about-saw-titanias-kingdom-result-check">>
<<include "OmniDiceRollCheck">><<if $pc.feyCourt is "summer">>
<<include "summer-court-failure-bound-summer-know-enough-mother">>
<<elseif _totalResult gte _dc>>
<<include "summer-court-know-enough-mother-morana-wield-bounding-2">>
<<else>>
<<include "summer-court-failure-know-enough-mother-morana-wield">>
<</if>><<player-speech>>
I know enough, Mother Morana. I wield the Bounding Line, and I know its power. Moreover, I know it gives me leverage.
I know the Winter Fey to be powerful, and I need powerful friends, but only those who can help me achieve my purpose.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-know-enough-mother-morana-wield-bounding-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "winter", 1)>>
<<include "summer-court-success-add-winter-score-purpose-morana">>
<<else>>
<<include "summer-court-call-myself-ally-winter-help-achieve">>
<</if>><<narration>>
You see Morana's jaw tighten, and her brow furrow as you speak. You have cut her to the quick, but she recovers.
<</narration>>
<<speech 4>>
A pretty speech, but wholly unnecessary. You have no enemies here. And as you have said yourself, our interests run
together. You need not posture and swagger so. I am the Mother of Winter. I see through such things. Tell me. What is
your purpose here?
<</speech>>
<<narration>>
[[I wish to return home.|summer-court-wish-return-home-within-power-cannot]]
<</narration>><<speech 4>>
A pretty speech, but foolish, and wholly unnecessary. The dog yaps loudest that bites least. You have no enemies
here, and therefore need not posture and swagger. As you have said yourself, our interests run together. I am the
Mother of Winter. I see through such things.<br/>
"Tell me before I lose patience with your blustering. What is your purpose here?
<</speech>>
<<narration>>
[[I wish to return home.|summer-court-wish-return-home-within-power-cannot]]
<</narration>><<narration>>
You bristle immediately.
<</narration>>
<<player-speech>>
I know enough and have heard enough, Morana. I know that I hold the Bounding Line, and I can wield it to bind you as
easily as I might lace up my boot. I know that you and Lady Titania 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 don't
mistake my gift as a sign that I am soft and easily manipulated. I will not be used. Ever. Do not try me.
<</player-speech>>
<<narration>>
Morana is surprised at your rebuff. You see her eyes widen, then narrow in a calculating glare...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 8>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _advantage = true>>
<<set _checkResultsPassage = "summer-court-bristle-immediately-know-enough-heard-enough-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.updateCourtFavor($pc, "winter", 2)>>
<<include "summer-court-success-add-winter-score-see-moranas">>
<<else>>
<<include "summer-court-pretty-speech-foolish-wholly-unnecessary-dog">>
<</if>><<narration>>
You have thought long about what you saw in Titania's kingdom not so long ago, and you want no part of it. Morana and
the Winter Court seem better allies than their Summer counterpart.
<</narration>>
<<player-speech>>
Hold back your anger but a moment, Mother Morana. My gift to you was a pretext, and admittedly a poor one. I meant no
offense - performance does not come naturally to me.<br/>
I came because I need your help, and because I have something of great value to you to offer in exchange.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-thought-long-about-saw-titanias-kingdom-2-result-check">>
<<include "OmniDiceRollCheck">><<if $pc.feyCourt is "summer">>
<<include "summer-court-morana-merely-stares-take-lack-aggression-3">>
<<elseif _totalResult gte _dc>>
<<include "summer-court-morana-merely-stares-take-lack-aggression">>
<<else>>
<<include "summer-court-morana-merely-stares-take-lack-aggression-2">>
<</if>><<player-speech>>
Hold back your anger but a moment, Mother Morana. My gift to you was a pretext, and admittedly a poor one. I meant
no offense - performance does not come naturally to me.<br/>
I came because I need your help, and because I have something of great value to you to offer in exchange.
<</player-speech>>
<<narration>>
Morana merely stares at you. You take her lack of aggression for encouragement and continue.
<</narration>>
<<player-speech>>
I am weary of this world. I was dragged here against my will, and have endured much hardship at the hands of Fey
creatures. I care little for the politicking and scheming of the Fey, but it seems I am caught up in it whether I
wish it or not. I want nothing more than to find a way back to my home.<br/>
And I am not without a certain power of my own here.
<</player-speech>>
<<narration>>
And you pull the Bounding Line from your pocket and hold it aloft. Morana gasps before schooling her face back to
neutrality.
<</narration>>
<<player-speech>>
I know the Winter Fey to be powerful, and I need powerful friends, but only those who can help me achieve my purpose.
I know you to be powerful, and I know the Bounding Line is something you covet greatly. We have common cause and can
help each other. Will you join me in it?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-hold-back-anger-moment-mother-morana-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-cannot-send-home-hand-alone-morana">>
<<else>>
<<goto "summer-court-call-myself-ally-winter-help-achieve">>
<</if>><<player-speech>>
I was given it by Lady Titania, in order that I might bind you.
<</player-speech>>
<<speech 4>>
Why?
<</speech>>
<<player-speech>>
She told me she could send me home, but the price was the Winter Queen bound with the Bounding Line and presented
to her at the Sybaris Fete.
<</player-speech>>
<<speech 4>>
Why do you tell me this? Why have you not attempted to bind me? Why have you destroyed the Great Tree?
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-given-lady-titania-order-bind-told-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-knowledge-great-tree-sacred-winter-lie">>
<<else>>
<<include "summer-court-knowledge-great-tree-sacred-winter-lie-2">>
<</if>><<player-speech>>
It doesn't matter, Winter Queen. I have it, and I know it is of interest to you. I am here to parlay.
<</player-speech>>
<<speech 4>>
Do not mistake me, worm! I may still kill you. There are only few ways in which you could have come to hold the
Bounding Line. You will tell me how, or I will throw you from this platform, and you may parlay with the ground
beneath.
<</speech>>
<<narration>>
You cough and spit for a moment, still recovering from her hold on your throat.
<</narration>>
<<player-speech>>
It drew me here to this accursed realm from my own, and it has plagued my every step since I came. With the meddlesome
help of the Fool, I have learned how to hold it in my hands and to wield it because I was forced by circumstance.
And I have spent the long hours and days between seeking a way home.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-doesnt-matter-winter-queen-know-interest-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-morana-pierces-suspicious-stare-makes">>
<<else>>
<<include "summer-court-call-myself-ally-winter-help-achieve-2">>
<</if>><<narration>>
Mother Morana stares at you, all pretense of maternal kindness gone.
<</narration>>
<<speech 4>>
You would only act as you have and speak as you do if you had made peace with the Heretic Queen. You are sworn to HER!
My suspicions are TRUE! You are a breaker of beautiful things, and I will rid this world of you!!!
<</speech>>
<<narration>>
Her eyes flash with sudden anger and fear. She makes a deep, grinding call in her throat, and you hear an answering
call from every corner of the Heart of Winter.<br/>
[[Continue...|summer-court-day-scan-frantically-signs-moranas-cry]]
<</narration>><<player-speech>>
I know enough, Mother Morana. I wield the Bounding Line, and I know its power. Moreover, I know it gives me leverage.
I know the Winter Fey to be powerful, and I need powerful friends, but only those who can help me achieve my purpose.
<</player-speech>>
<<speech 4>>
And what purpose is that?
<</speech>>
<<player-speech>>
I wish to return home to my world.
<</player-speech>>
<<narration>>
[[Continue...|summer-court-wish-return-home-within-power-cannot]]
<</narration>><<player-speech>>
I know enough, Mother Morana. I wield the Bounding Line, and I know its power. Moreover, I know it gives me leverage,
so I am seeking an ally. I brough-
<</player-speech>>
<<narration>>
But Morana's eyes narrow in anger, and your words trail off. You don't know what you said, but something has made
her deeply suspicious of you...<br/>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<player-speech>>
I know enough, Mother Morana. I know the Bounding Line gives me leverage, so I am seeking an ally of convenience.
I brough-
<</player-speech>>
<<narration>>
But even as you speak your intentions, your tongue freezes, and your head seems to split open with chilling pain.
You hear your own voice say,
<</narration>>
<<player-speech>>
Against the Summer I will make no scheme...
<</player-speech>>
<<narration>>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<speech 4>>
And what is your purpose?
<</speech>>
<<narration>>
Morana asks.
<</narration>>
<<player-speech>>
I wish to return home to my world. Do you have the means to do it?
<</player-speech>>
<<narration>>
[[Continue...|summer-court-wish-return-home-within-power-cannot]]
<</narration>><<player-speech>>
I will call myself an ally of Winter, if you will help me achieve my ends while I am here...
<</player-speech>>
<<narration>>
But your voice warbles on the lie, and your words fumble. Morana's eyes grow narrow and then wide with anger and
(you think, perhaps) fear...<br/>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<player-speech>>
I wish to return home. Is that within your power?
<</player-speech>>
<<speech 4>>
I cannot send you home by my hand alone. But I do know how it can be accomplished. Before I reveal it, though, I must
dispel a suspicion. Put my heart at rest, child.<br/>
I suspect you have had dealings with the Heretic Queen. It is unlikely you would be able to wield the Bounding Line
if you did not. Be at rest, child - if I suspected you to be a traitor, you would already be dead. Tell me: did she
babble noisomely about the importance of eternal creation?
<</speech>>
<<narration>>
[[She did...|summer-court-compel-speak-oath-peace-hear-behind]]
<</narration>><<narration>>
Morana merely stares at you. You take her lack of aggression for encouragement and continue.
<</narration>>
<<player-speech>>
I am weary of this world. I was dragged here against my will, and have endured much hardship at the hands of Fey
creatures. I care little for the politicking and scheming of the Fey, but it seems I am caught up in it whether I
wish it or not. I want nothing more than to find a way back to my home.<br/>
"And I am not without a certain power of my own here.
<</player-speech>>
<<narration>>
And you pull the Bounding Line from your pocket and hold it aloft. Morana gasps before schooling her face back to
neutrality.
<</narration>>
<<player-speech>>
I know the Winter Fey to be powerful, and I need powerful friends, but only those who can help me achieve my purpose.
I know you to be powerful, and I know the Bounding Line is something you covet greatly. We have common cause and can
help each other. Will you join me in it?
<</player-speech>>
<<narration>>
[[Continue...|summer-court-cannot-send-home-hand-alone-morana]]
<</narration>><<narration>>
Morana merely stares at you. You take her lack of aggression for encouragement and continue.
<</narration>>
<<player-speech>>
I am weary of this world. I was dragged here against my will, and have endured much hardship at the hands of Fey
creatures. I care little for the politicking and scheming of the Fey, but it seems I am caught up in it whether I
wish it or not. I want nothing more than to find a way back to my home.<br/>
And I am not without a certain power of my own here.
<</player-speech>>
<<narration>>
And you pull the Bounding Line from your pocket and hold it aloft.<br/>
Morana's eyes narrow in sudden anger, and your words trail off. You don't know what you said or did, but something
has made her deeply suspicious of you...<br/>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<narration>>
Morana merely stares at you. You take her lack of aggression for encouragement and continue.
<</narration>>
<<player-speech>>
I am weary of this world. I was dragged here against my will, and have endured much hardship at the hands of Fey
creatures. I care little for the politicking and scheming of the Fey, but it seems I am caught up in it whether I
wish it or not. I want nothing more than to find a way back to my home.<br/>
And I am not without a certain power of my own here.
<</player-speech>>
<<narration>>
And you pull the Bounding Line from your pocket and hold it aloft. Morana gasps before schooling her face back to
neutrality.
<</narration>>
<<player-speech>>
I know the Winter Fey to be powerful, and I need powerful friends, but only those who can help me achieve my purpose.
I know you to be powerful, and I know the Bounding Line is something you covet greatly. We have common cause and
can help each other. Will you join-
<</player-speech>>
<<narration>>
But even as you speak your intentions, your tongue freezes, and your head seems to split open with chilling pain.
You hear your own voice say,
<</narration>>
<<player-speech>>
Against the Summer I will make no scheme...
<</player-speech>>
<<narration>>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<speech 4>>
I cannot send you home by my hand alone,
<</speech>>
<<narration>>
Morana replies,
<</narration>>
<<speech 4>>
But I do know how it can be accomplished. Before I reveal it, though, I must dispel a suspicion. Put my heart at
rest, child.<br/>
I suspect you have had dealings with the Heretic Queen. It is unlikely you would be able to wield the Bounding Line
if you did not. Be at rest, child - if I suspected you to be a traitor, you would already be dead. Tell me: did she
babble noisomely about the importance of eternal creation?
<</speech>>
<<narration>>
[[She did...|summer-court-compel-speak-oath-peace-hear-behind]]
<</narration>><<player-speech>>
I had no knowledge that the Great Tree was sacred to Winter.
<</player-speech>>
<<narration>>
You lie.
<</narration>>
<<player-speech>>
I burned him because he threatened my life. I could not escape. I regret it. I do not destroy anything without cause.<br/>
And because I am not interested in destruction without cause, I am here to parlay. I desire one thing and one thing
only: to be returned home.
<</player-speech>>
<<narration>>
[[Continue...|summer-court-day-wish-one-thing-one-thing]]
<</narration>><<player-speech>>
I had no knowledge that the Great Tree was sacred to Winter.
<</player-speech>>
<<narration>>
You lie.
<</narration>>
<<player-speech>>
I burned him because he threatened my life. I could not escape. I regret it. I do not destroy anything without
cause.
<</player-speech>>
<<narration>>
Morana's eyes narrow, and she hisses as she brings her staff to bear.
<</narration>>
<<speech 4>>
Liar!
<</speech>>
<<narration>>
<<link "Continue..." "summer-court-day-mother-morana-stares-pretense-maternal">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<narration>>
Morana pierces you with a suspicious stare, but makes no move to attack you again.
<</narration>>
<<speech 4>>
What you say is possible. The Fool interferes often in the affairs of the Fey for no other reason than his own
amusement. What did he tell you?
<</speech>>
<<player-speech>>
He laughed at me and spoke in riddles and nonsense. He said he wished to play a prank on the two Queens of the Fey
Realm, and that I was to be the means. He said that if I were to help him, he would orchestrate my return to my realm.
<</player-speech>>
<<narration>>
As you speak, you watch Morana's face clear of suspicion.
<</narration>>
<<speech 4>>
He is ever a meddler. What did he tell you of the means of your return?
<</speech>>
<<player-speech>>
That the two queens must be present to open the door, and that if I gathered one, he would gather the other, and we
should meet at the Sybaris Fete,
<</player-speech>>
<<narration>>
you reply.
<</narration>>
<div id="summer-court-success-morana-pierces-fadein"></div>
<<timed 2s>>
<<replace "#summer-court-success-morana-pierces-fadein" transition>>
<<include "summer-court-success-morana-pierces">>
<</replace>>
<</timed>><<player-speech>>
I had no knowledge that the Great Tree was sacred to Winter.
<</player-speech>>
<<narration>>
You lie.
<</narration>>
<<player-speech>>
I burned him because he threatened my life. I could not escape. I regret it. I do not destroy anything without cause.<br/>
And because I am not interested in destruction without cause, I am here to parlay. I desire one thing, and one thing
only: to be returned home.
<</player-speech>>
<<narration>>
[[Continue...|summer-court-day-wish-one-thing-one-thing-2]]
<</narration>><<player-speech>>
I will call myself an ally of Winter, if you will help me achieve my ends while I am here...
<</player-speech>>
<<narration>>
But your voice warbles on the lie, and your words fumble. Morana's eyes grow narrow and then wide with anger and
(you think, perhaps) fear...<br/>
<<link "Continue..." "summer-court-day-mother-morana-stares-pretense-maternal">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<narration>>
You scan frantically for signs of who Morana's cry might have summoned, and in the split second your attention is
divided, she lashes out with her staff, quick as lightning.<br/>
You are knocked to the ground, and Morana wastes no time pinning you to the ground by your neck with her staff.
The crook presses mercilessly into your throat. You gurgle and struggle for breath.<br/>
You grasp the staff in both hands, pushing back on it with all your might, pitting your strength against the power
of the Winter Queen.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Strength">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-day-scan-frantically-signs-moranas-cry-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-grasp-contorted-wooden-head-moranas-staff">>
<<else>>
<<include "summer-court-hands-scrabble-claw-smooth-wooden-staff">>
<</if>><<narration>>
Mother Morana stops immediately and stares at you, all pretense of maternal kindness gone.
<</narration>>
<<speech 4>>
You could only say this if you had made peace with the Heretic Queen. You are sworn to HER! My suspicions are TRUE!
You are a breaker of beautiful things!!!
<</speech>>
<<narration>>
Her eyes flash with sudden anger and fear. She makes a deep, grinding call in her throat, and you hear an answering
call from every corner of the Heart of Winter.<br/>
[[Continue...|summer-court-day-scan-frantically-signs-moranas-cry-2]]
<</narration>><<speech 4>>
And did she compel you to speak an oath of peace?
<</speech>>
<<narration>>
You can hear behind the casual tone the seriousness of the question...
<</narration>>
<<prompt>>
How do you respond to Morana?<br/>
<<if $pc.feyCourt is "summer">>
[[Tell her the truth|summer-court-yes-spoken-oath-titania-against-summer]]<br/>
[[Lie about your oath|summer-court-choose-lie-morana-tried-bound-titania]]
<<else>>
[[Tell her the truth|summer-court-tried-bound-titania-oath-insight-check]]
<</if>>
<</prompt>><<player-speech>>
I wish for one thing and one thing only: to be returned home.<br/>
"It is abundantly clear that binding you and transporting you to Titania is fraught with danger for me. I do not trust
her promise - she has taken advantage of me, to my detriment and yours. So I am here to make an alliance of
convenience...
<</player-speech>>
<<prompt>>
What will you choose to do regarding Morana?<br/>
[[Make an ally of her (or at least pretentd to...)|summer-court-persuasion-deception-intending-speak-truthfully-form]]<br/>
[[Keep her at arm's length|summer-court-hold-bounding-line-morana-tired-fey]]
<</prompt>><<player-speech>>
I wish for one thing and one thing only: to be returned home.<br/>
It is abundantly clear that binding you by force and transporting you to the Sybaris Fete is fraught with danger for
me. I do not trust the Fool or his word - he has taken advantage of me for his own amusement, to my detriment, and I
suspect potentially to yours as well. So I am here to make an alliance of convenience...
<</player-speech>>
<<prompt>>
What will you choose to do regarding Morana?<br/>
[[Make an ally of her (or at least pretentd to...)|summer-court-persuasion-deception-intending-speak-truthfully-form-2]]<br/>
[[Keep her at arm's length|summer-court-hold-bounding-line-morana-tired-fey-2]]
<</prompt>><<narration>>
You grasp the contorted wooden head of Morana's staff and push back with all your might, letting out a guttural grunt
of frustrated rage that turns to a scream as you push the head of the staff up off of your throat and away from your
body. As soon as it is clear, you leap to your feet, whipping the staff from her hands with an almighty wrenching
twist!<br/>
Morana covers her panic with bluster.
<</narration>>
<<speech 4>>
Insolent bastard child of the human world! What would you do? I have already called down the wrath of all winter on
your head! You are as dead now as if you had jumped from the heights and your body had shattered on the ice below,
save now your death will be slow!
<</speech>>
<<narration>>
But as she has been prevaricating about your doom, you have stealthily been pulling the Bounding Line from your pocket...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-grasp-contorted-wooden-head-moranas-staff-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-whip-line-pocket-cast-direction">>
<<else>>
<<goto "summer-court-failure-whip-bounding-line-pocket-cast">>
<</if>><<narration>>
Your hands scrabble and claw at the smooth wooden staff, but you cannot find purchase. You feel your neck begin to
grind and snap as Morana forces the wood inexorable down. You push and flail, with weaker and weaker resistance,
but to no avail.<br/>
As your sight dims, Morana kneels down, still driving her weight through the length of the cruel staff into your neck.
<</narration>>
<<speech 4>>
Such arrogance and iconoclasm have no place in any world, mortal. Be glad. Your death will serve to preserve the
beauty your callous hands would have destroyed here. Go in peace to the dreams of The Sleeping One.
<</speech>>
<<narration>>
Behind you, you see the Fool, with a ho-hum expression on his face. He winks at you, and in a moment, disappears
again.<br/>
Your vision fades to black, and then to grey, and finally to white...<br/>
[[Continue...|feybound-generic-you-died-message]]
<</narration>><<narration>>
You scan frantically for signs of who Morana's cry might have summoned, and in the split second your attention is
divided, she lashes out with her staff, quick as lightning.<br/>
You are knocked to the ground, and Morana wastes no time pinning you to the ground by your neck with her staff.
The crook presses mercilessly into your throat. You gurgle and struggle for breath.<br/>
You grasp the staff in both hands, pushing back on it with all your might, pitting your strength against the power
of the Winter Queen.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Strength">>
<<set _dc = 17>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-day-scan-frantically-signs-moranas-cry-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-grasp-contorted-wooden-head-moranas-staff-2">>
<<else>>
<<include "summer-court-hands-scrabble-claw-smooth-wooden-staff-2">>
<</if>><<player-speech>>
"Yes, I have spoken an oath to Titania. Against the Summer I will make no scheme.
<</player-speech>>
<<narration>>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<narration>>
You choose to lie to Morana.
<</narration>>
<<player-speech>>
She tried, but I am not bound to Titania by any oath.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 12>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-choose-lie-morana-tried-bound-titania-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-wisdom-mortal-perhaps-misjudged-come-both">>
<<else>>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<<include "summer-court-mother-morana-stops-immediately-stares-pretense">>
<</if>><<player-speech>>
She tried, but I am not bound to Titania by any oath.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 15 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-tried-bound-titania-oath-insight-check-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-subtle-tightening-eyebrows-morana-cues">>
<<else>>
<<include "summer-court-failure-morana-hard-read">>
<</if>><<narration>>
Are you intending to speak truthfully and form an alliance with Mother Morana, or to lie and remain neutral or loyal to Titania?<br/>
Be careful! Your past actions might affect this result!
<</narration>>
<<prompt>>
How will you speak to Morana?<br/>
[[I am speaking truly - I wish to make Morana an ally (Persuasion)|summer-court-thought-long-about-saw-titanias-kingdom-3]]<br/>
[[I am lying - I am neutral or loyal to Titania for the time being (Deception)|summer-court-titania-heartless-cruel-follows-own-promise]]
<</prompt>><<narration>>
You hold up the Bounding Line to Morana.
<</narration>>
<<player-speech>>
I am tired of the Fey Realm and all of its foolishness, Winter Queen. I have ceased to care for any fate beyond my own.
Not yours, not Titania's, not the Great Tree's. None. Your only value to me is as a means to return me home.<br/>
And were it not for the Bounding Line, I am sure you would have killed me already. Which means Titania did not lie to
me: this golden thread will be the crowning of one Fey Queen, and the Undoing of the other. So which will you be,
Morana?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-hold-bounding-line-morana-tired-fey-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<include "summer-court-success-see-morana-disconcerted-words-expected">>
<<else>>
<<include "summer-court-failure-pretty-speech-foolish-nothing-air">>
<</if>><<narration>>
Are you intending to speak truthfully and form an alliance with Mother Morana, or to lie and remain neutral or loyal to Titania?<br/>
Be careful! Your past actions might affect this result!
<</narration>>
<<prompt>>
How will you speak to Morana?<br/>
[[I am speaking truly - I wish to make Morana an ally (Persuasion)|summer-court-thought-long-about-saw-titanias-kingdom-4]]<br/>
[[I am lying - I am neutral or loyal to Titania for the time being (Deception)|summer-court-know-enough-dangerous-mother-morana-wield]]
<</prompt>><<narration>>
You hold up the Bounding Line to Morana.
<</narration>>
<<player-speech>>
I am tired of the Fey Realm and all of its foolishness, Winter Queen. I have ceased to care for any fate beyond my own.
Not yours, not Titania's, not the Fool's, not the Great Tree's. None. Your only value to me is as a means to return
me home.<br/>
And were it not for the Bounding Line, I am sure you would have killed me already. Which means the Fool did not lie
to me: this golden thread will be the crowning of one Fey Queen and the Undoing of the other. So which will you be,
Morana?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 10>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-hold-bounding-line-morana-tired-fey-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.adjustD8Inspiration($pc, 1)>>
<<include "summer-court-success-see-morana-disconcerted-words-expected-2">>
<<else>>
<<include "summer-court-failure-pretty-speech-foolish-nothing-air-2">>
<</if>><<narration>>
You whip the line from your pocket and cast it in her direction. It uncoils like a living thing, wrapping around Mother
Morana until she is well and truly immobilized.
<</narration>>
<<speech 4>>
You VIPER! You will destroy all! I will see your memory erased from everyone who ever thought well of you! I will see
you immortalized as the enemy of beautiful things, until your name means nightmare to The Sleeping One herself! I will-
<</speech>>
<<narration>>
But with a flick of your wrist, you bind her tongue as well, and she falls silent.<br/>
You breathe heavily for a moment, hoping desperately that your trials here have ended with the binding of the
Winter Queen.<br/>
But a bellowing and skittering on the stairs confirm your fears. The ire of the Heart of Winter has already been
aroused by Morana's cry...<br/>
[[Continue...|summer-court-great-hoard-winter-creatures-swarm-steps]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
You whip the Bounding Line from your pocket and cast it at Morana. It unravels like a wild thing, but in the heat of
the moment, your aim is off. The golden thread flops impotently onto the ice at her side.<br/>
Morana laughs a cruel laugh and plants her staff in the middle of your chest. You are shoved back and stumble,
thrashing at the open air. Your momentum carries you off the edge of the high platform, and you feel the sickening
rush of wind as you fall interminably downwards.<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 1>>
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...|feybound-generic-you-died-message]]<br/>
<</narration>><<narration>>
You grasp the contorted wooden head of Morana's staff and push back with all your might, letting out a guttural grunt
of frustrated rage that turns to a scream as you push the head of the staff up off your throat and away from your body.
As soon as it is clear, you leap to your feet, whipping the staff from her hands with an almighty wrenching twist!<br/>
Morana covers her panic with bluster.
<</narration>>
<<speech 4>>
Insolent bastard child of the human world! What would you do? I have already called down the wrath of all Winter on
your head! You are as dead now as if you had jumped from the heights and your body had shattered on the ice below,
save now your death will be slow!
<</speech>>
<<narration>>
But as she has been prevaricating about your doom, you have stealthily been pulling the Bounding Line from your pocket...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-grasp-contorted-wooden-head-moranas-staff-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-whip-line-pocket-cast-direction-2">>
<<else>>
<<goto "summer-court-failure-whip-bounding-line-pocket-cast-2">>
<</if>><<narration>>
Your hands scrabble and claw at the smooth wooden staff, but you cannot find purchase. You feel your neck begin to
grind and snap as Morana forces the wood inexorably down. You push and flail, with weaker and weaker resistance,
but to no avail.<br/>
As your sight dims, Morana kneels down, still driving her weight through the cruel staff's length into your neck.
<</narration>>
<<speech 4>>
Such arrogance and iconoclasm has no place in any world, mortal. Be glad. Your death will serve to preserve the
beauty your callous hands would have destroyed here. Go in peace to the dreams of The Sleeping One.
<</speech>>
<<narration>>
Behind you, you see the Fool, with a ho-hum expression on his face. He winks at you, and in a moment disappears
again.<br/>
Your vision fades to black, and then to grey, and finally to white...<br/>
[[Continue...|feybound-generic-you-died-message]]
<</narration>><<speech 4>>
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>>
How will you respond to Morana?<br/>
[[Take the oath with Morana|summer-court-take-oath-morana-take-staff-recite]]<br/>
[[Refust to swear the oath|summer-court-look-coldly-reply-trust-oaths-morana]]
<</prompt>><<narration>>
A very subtle tightening of the eyebrows from Morana cues you that your lack of oath is VERY important to her, and
perhaps that remaining unbound by any oath whatsoever might be a good idea, if you can manage it...<br/>
[[Continue...|summer-court-wisdom-mortal-perhaps-misjudged-come-both]]
<</narration>><<narration>>
Morana is very hard to read!<br/>
[[Continue...|summer-court-wisdom-mortal-perhaps-misjudged-come-both]]
<</narration>><<narration>>
You have thought long about what you saw in Titania's kingdom not so long ago, and you want no part of it. Morana and
the Winter Court seem better allies than their Summer counterpart.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-thought-long-about-saw-titanias-kingdom-3-result-check">>
<<include "OmniDiceRollCheck">><<if $pc.feyCourt is "summer">>
<<include "summer-court-failure-bound-summer-seeking-ally-convenience">>
<<elseif _totalResult gte _dc>>
<<include "summer-court-titania-heartless-cruel-follows-own-promise-2">>
<<else>>
<<include "summer-court-failure-seeking-ally-convenience-call-myself">>
<</if>><<player-speech>>
Titania is heartless and cruel, and follows only her own will. She would promise me anything and abandon her word
the moment it suited her. I have not and will not make peace with her.<br/>
I am here to see the Heart of Winter and meet its Queen. I wish to see if she is cut from the same cloth, or whether
she is a creature of honor, whose word is her bond.<br/>
I am tired of the Fey Realm and all of its perils, Mother Morana. I wish to feel the warmth of home and the ember-
glowing hearth. I wish to feel safe and see those I love. I have a $pc.family.adjective $pc.family.relationship,
who used to drive me to distraction. I miss even them.<br/>
Even so, I will not submit this realm to the will of one as cruel as Titania. If I must surrender the Bounding
Line, I will surrender it to the one who will be fair and kind in the justice and mercy she would mete out. Is this
you, Mother Morana?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-titania-heartless-cruel-follows-own-promise-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-success-found-ego-see-warm-despite">>
<<else>>
<<goto "summer-court-failure-call-myself-ally-winter-help">>
<</if>><<narration>>
You can see Morana is disconcerted by your words. She expected you to be easily manipulated and is finding herself
bent to your will instead.
<</narration>>
<<speech 4>>
You have a cunning to you, mortal.
<</speech>>
<<narration>>
She says begrudgingly.
<</narration>>
<<speech 4>>
I have, perhaps, misjudged you.<br/>
An alliance between you and Winter is possible, but I require guarantees, even as you do. You need me as much as I
need you, and I will not be double-crossed. You will swear an oath of peace with me and with Winter.
<</speech>>
<<narration>>
And Morana holds out her crooked staff to you...<br/>
[[Take the oath with Morana|summer-court-take-oath-morana-take-staff-recite-2]]
<</narration>><<speech 4>>
A pretty speech, but foolish, and nothing but air. The dog yaps loudest that bites least. You are in MY Heart of
Winter, and every creature here will come at my call and do my bidding. I could kill you at a moment's notice with
no consequence to myself. I have waited long to bring the dreams of the Sleeping One to fruition. I can wait a while
longer. And you have destroyed a sacred thing. I should kill you, and I still may.<br/>
Our interests MIGHT run together, but I do not have any NEED of you. I am the Mother of Winter. I see through such
things, and outlive all such boasting.<br/>
An alliance between you and Winter is possible, but I require guarantees, even as you do. You need me as much as I
do you, and I will not be double crossed. You will swear an oath of peace with me and with Winter.
<</speech>>
<<narration>>
And Morana holds out her crooked staff to you...<br/>
[[Take the oath with Morana|summer-court-take-oath-morana-take-staff-recite-2]]
<</narration>><<narration>>
You have thought long about what you saw in Titania's kingdom not so long ago, and you want no part of it. Morana
and the Winter Court seem better allies than their Summer counterpart.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-thought-long-about-saw-titanias-kingdom-4-result-check">>
<<include "OmniDiceRollCheck">><<if $pc.feyCourt is "summer">>
<<include "summer-court-failure-bound-summer-seeking-ally-convenience">>
<<elseif _totalResult gte _dc>>
<<include "summer-court-success-morana-looks-narrowly-softens-posture">>
<<else>>
<<include "summer-court-failure-seeking-ally-convenience-brough-moranas">>
<</if>><<player-speech>>
I know enough to be dangerous, Mother Morana. I wield the Bounding Line, and I know its power. Moreover, I know it
gives me leverage. I know the Winter Fey to be powerful, and I need powerful friends, but only those who can help me
achieve my purpose.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-know-enough-dangerous-mother-morana-wield-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-purpose-morana-asks-wish-return">>
<<else>>
<<include "summer-court-call-myself-ally-winter-help-achieve-3">>
<</if>><<narration>>
You can see Morana is disconcerted by your words. She expected you to be easily manipulated and is finding herself
bent to your will instead.<br/>
<</narration>>
<<speech 4>>
You have a cunning to you, mortal.
<</speech>>
<<narration>>
She says begrudgingly.
<</narration>>
<<speech 4>>
I have, perhaps, misjudged you.<br/>
An alliance between you and Winter is possible, but I require guarantees, even as you do. You need me as much as I
need you, and I will not be double-crossed. You will swear an oath of peace with me and with Winter.
<</speech>>
<<narration>>
And Morana holds out her crooked staff to you...<br/>
[[Take the oath with Morana|summer-court-take-oath-morana-take-staff-recite-3]]
<</narration>><<speech 4>>
"A pretty speech, but foolish, and nothing but air. The dog yaps loudest that bites least. You are in MY Heart of
Winter, and every creature here will come at my call and do my bidding. I could kill you at a moment's notice with
no consequence to myself. I have waited long to bring the dreams of The Sleeping One to fruition. I can wait a while
longer. And you have destroyed a sacred thing. I should kill you, and I still may.<br/>
"Our interests MIGHT run together, but I do not have any NEED of you. I am the Mother of Winter. I see through such
hings, and outlive all such boasting.<br/>
An alliance between you and Winter is possible, but I require guarantees, even as you do. You need me as much as I
do you, and I will not be double-crossed. You will swear an oath of peace with me and with Winter.
<</speech>>
<<narration>>
And Morana holds out her crooked staff to you...<br/>
[[Take the oath with Morana|summer-court-take-oath-morana-take-staff-recite-3]]
<</narration>><<narration>>
A great horde of winter creatures swarm up the steps, hundreds strong. You wrench Morana forward to the top of the
stairs and hold your <<print Ember.getItemNarrationName($pc.weapon)>> to her throat.
<</narration>>
<<player-speech>>
Come even a step nearer and she dies!
<</player-speech>>
<<narration>>
You cry.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-great-hoard-winter-creatures-swarm-steps-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-mindless-creatures-keep-coming-about">>
<<else>>
<<include "summer-court-failure-words-fall-flat-hoard-keeps">>
<</if>><<narration>>
You whip the line from your pocket and cast it in her direction. It uncoils like a living thing, wrapping around Mother
Morana until she is well and truly immobilized.
<</narration>>
<<speech 4>>
You VIPER! You will destroy all! I will see your memory erased from everyone who ever thought well of you! I will
see you immortalized as the enemy of beautiful things, until your name means nightmare to The Sleeping One herself!
I will-
<</speech>>
<<narration>>
But with a flick of your wrist you bind her tongue as well, and she falls silent.<br/>
You breathe heavily for a moment, hoping desperately that your trials here have ended with the binding of the Winter
Queen.<br/>
But a bellowing and skittering on the stairs confirm your fears. The ire of the Heart of Winter has already been
aroused by Morana's cry...<br/>
[[Continue...|summer-court-great-hoard-winter-creatures-swarm-steps-2]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
You whip the Bounding Line from your pocket and cast it at Morana. It unravels like a wild thing, but in the heat
of the moment, your aim is off. The golden thread flops impotently onto the ice at her side.<br/>
Morana laughs a cruel laugh and plants her staff in the middle of your chest. You are shoved back and stumble,
thrashing at the open air. Your momentum carries you off the edge of the high platform, and you feel the sickening
rush of wind as you fall interminably downwards.<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 wrapped around your left ankle.
<</narration>>
<<speech 1>>
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...|feybound-generic-you-died-message]]
<</narration>><<narration>>
You take the staff and recite after her:
<</narration>>
<<joint-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.
<</joint-speech>>
<<prompt>>
How do you recite the oath?<br/>
<<if $pc.feyCourt is "summer">>
[[Repeat the oath earnestly (but you are Feybound)|summer-court-repeat-oath-speak-first-words-tongue]]<br/>
[[Repeat the oath but withhold your true consent|summer-court-repeat-oath-withhold-true-consent-deception]]
<<else>>
<<link "Repeat the oath earnestly" "summer-court-repeat-oath-earnestly-following-moranas-prompting">>
<<run Ember.updateCourtFavor($pc, "winter", 5)>>
<<run Ember.setFeyCourt($pc, "winter")>>
<</link>>
<</if>>
<</prompt>><<narration>>
You look at her coldly and reply,
<</narration>>
<<player-speech>>
I do not trust you or your oaths, Morana. I know enough to see that swearing to anything here is fraught with danger.
I want no part of it.
<</player-speech>>
<<narration>>
Mother Morana gives you a questioning look, a hint of frustration at its edges.
<</narration>>
<<speech 4>>
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>>
<<narration>>
Eventually, Morana sighs.
<</narration>>
<<speech 4>>
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>>
<<player-speech>>
It will. For now.
<</player-speech>>
<<speech 4>>
That will suffice.
<</speech>>
<<narration>>
Morana says, though she is clearly irritated.
<</narration>>
<<speech 4>>
Now, turn your ear to me. I have a plan by which all of this might be accomplished...
<</speech>>
<<narration>>
[[Continue...|summer-court-approach-blind-spot-arrogance-creates-enter]]
<</narration>><<player-speech>>
Titania is heartless and cruel, and follows only her own will. She would promise me anything and abandon her word the
moment it suited her. I have not and will not make peace with her.<br/>
I am here to see the Heart of Winter and meet its Queen. I wish to see if she is cut from the same cloth, or whether
she is a creature of honor, whose word is her bond.<br/>
I am tired of the Fey Realm and all of its perils, Mother Morana. I wish to feel the warmth of home and the ember-
glowing hearth. I wish to feel safe and see those I love. I have a $pc.family.adjective $pc.family.relationship,
who used to drive me to distraction. I miss even them.<br/>
Even so, I will not submit this realm to the will of one as cruel as Titania. If I must surrender the Bounding Line,
I will surrender it to the one who will be fair and kind in the justice and mercy she would mete out. Is this you,
Mother Morana?
<</player-speech>>
<<narration>>
You have found her ego - you see her warm to you despite herself.
<</narration>>
<<speech 4>>
I have, perhaps, misjudged you, child.
<</speech>>
<<narration>>
She says begrudgingly.
<</narration>>
<<speech 4>>
My heart grieves for the death of the Great Tree, but even this you have swayed me to think was a terrible error,
orchestrated by the Heretic Queen. The hatred I carried for her, I will displace to her, its rightful target.<br/>
We of Winter are lovers of the eternal, and our promises are formed of the same mettle. Make a pact of peace with
us, and it will be sealed that neither can do harm to the other while you still walk this plane.
<</speech>>
<<narration>>
And Morana holds out her crooked staff to you...<br/>
[[Take the oath with Morana|summer-court-take-oath-morana-take-staff-recite-2]]
<</narration>><<player-speech>>
I am seeking an ally of convenience. I will call myself a friend of Winter, if you will help me achieve my ends while
I am here. You know that we can be of service to each other. Trust me!
<</player-speech>>
<<narration>>
Morana's eyes narrow.<br/>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<player-speech>>
I am seeking an ally of convenience. I brough-
<</player-speech>>
<<narration>>
But even as you speak your intentions, your tongue freezes, and your head seems to split open with chilling pain.
You hear your own voice say,
<</narration>>
<<player-speech>>
Against the Summer I will make no scheme...
<</player-speech>>
<<narration>>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<narration>>
You have found her ego - you see her warm to you despite herself.
<</narration>>
<<speech 4>>
I have, perhaps, misjudged you, child.
<</speech>>
<<narration>>
She says begrudgingly.
<</narration>>
<<speech 4>>
My heart grieves for the death of the Great Tree, but even this you have swayed me to think was a terrible error,
orchestrated by the Heretic Queen. The hatred I carried for her, I will displace to her, its rightful target.<br/>
We of Winter are lovers of the eternal, and our promises are formed of the same mettle. Make a pact of peace with
us, and it will be sealed that neither can do harm to the other while you still walk this plane.
<</speech>>
<<narration>>
And Morana holds out her crooked staff to you...<br/>
[[Take the oath with Morana|summer-court-take-oath-morana-take-staff-recite-2]]
<</narration>><<player-speech>>
I will call myself an ally of Winter if you will help me achieve my ends while I am here...
<</player-speech>>
<<narration>>
But your voice warbles on the lie, and your words fumble. Morana's eyes grow narrow and then wide with anger
and (you think, perhaps) fear...<br/>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<narration>>
You take the staff and recite after her:
<</narration>>
<<joint-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.
<</joint-speech>>
<<prompt>>
How do you recite the oath?<br/>
<<if $pc.feyCourt is "summer">>
[[Repeat the oath earnestly (but you are Feybound)|summer-court-repeat-oath-speak-first-words-tongue]]<br/>
[[Repeat the oath but withhold your true consent|summer-court-repeat-oath-withhold-true-consent-deception-2]]
<<else>>
<<link "Repeat the oath earnestly" "summer-court-repeat-oath-earnestly-following-moranas-prompting-2">>
<<run Ember.updateCourtFavor($pc, "winter", 5)>>
<<run Ember.setFeyCourt($pc, "winter")>>
<</link>>
<</if>>
<</prompt>><<narration>>
Morana looks at you narrowly, but softens her posture.
<</narration>>
<<speech>>
You displease me greatly, worm, but you may be of use to me. The Fool may play his games, but even these may be turned
to better ends.
<</speech>>
<<player-speech>>
And you, Winter Queen? Would you toy with me as the Fool has? I am tired of playing games, and ill-suited to Fey
politics. I am tired of the Fey Realm and all of its perils. I am tired of questions and answers that are cloaked
daggers. I wish to feel the warmth of home and the ember-glowing hearth. I wish to feel safe and see those I love.
I have a $pc.family.adjective $pc.family.relationship, who used to drive me to distraction. I miss even them.<br/>
Even so, if I must surrender the Bounding Line, I will surrender it to the one who will be fair and kind in the
justice and mercy she would mete out. Is this you, Mother Morana?
<</player-speech>>
<<narration>>
You have found her ego - you see her warm to you despite herself.
<</narration>>
<<speech 4>>
I have, perhaps, misjudged you, child.
<</speech>>
<<narration>>
She says begrudgingly.
<</narration>>
<<speech 4>>
My heart grieves for the death of the Great Tree, but even this you have swayed me to think was a terrible error,
orchestrated by the Heretic Queen. The hatred I carried for her, I will displace to her, its rightful target.<br/>
We of Winter are lovers of the eternal, and our promises are formed of the same mettle. Make a pact of peace with us,
and it will be sealed that neither can do harm to the other while you still walk this plane.
<</speech>>
<<narration>>
And Morana holds out her crooked staff to you...<br/>
[[Take the oath with Morana|summer-court-take-oath-morana-take-staff-recite-3]]
<</narration>><<player-speech>>
I am seeking an ally of convenience. I brough-
<</player-speech>>
<<narration>>
But Morana's eyes narrow in anger, and your words trail off. You don't know what your said, but something has made her
deeply suspicious of you...<br/>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<speech 4>>
And what purpose is that?
<</speech>>
<<narration>>
Morana asks.
<</narration>>
<<player-speech>>
I wish to return home. I know what the Fool says, but I do not trust him. He says Lady Titania is cruel and capricious,
and would as soon betray me as honor her word. But the Fool tells me she is also necessary to opening the door to my
world. He tells me also that the Queen of Winter is rigid and unmoving, and once set in her ways, is not to be swayed
from them. He said this in jest, but I would trust such a person. Is it true? Do you have the power to return me,
and are you true to your word?
<</player-speech>>
<<narration>>
You have found her ego - you see her warm to you despite herself.
<</narration>>
<<speech 4>>
I have, perhaps, misjudged you, child.
<</speech>>
<<narration>>
She says begrudgingly.
<</narration>>
<<speech 4>>
My heart grieves for the death of the Great Tree, but even this you have swayed me to think was a terrible error,
orchestrated by the Heretic Queen. The hatred I carried for her, I will displace to her, its rightful target.<br/>
We of Winter are lovers of the eternal, and our promises are formed of the same mettle. Make a pact of peace with
us, and it will be sealed that neither can do harm to the other while you still walk this plane. Do this, and I
will aid you to return to your home.
<</speech>>
<<narration>>
And Morana holds out her crooked staff to you...<br/>
[[TAKE THE OATH WITH MORANA|summer-court-take-oath-morana-take-staff-recite-3]]
<</narration>><<player-speech>>
I will call myself an ally of Winter if you will help me achieve my ends while I am here...
<</player-speech>>
<<narration>>
But your voice warbles on the lie, and your words fumble. Morana's eyes grow narrow and then wide with anger and
(you think, perhaps) fear...<br/>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<narration>>
You take the staff and recite after her:
<</narration>>
<<joint-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.
<</joint-speech>>
<<prompt>>
How do you recite the oath?<br/>
<<if $pc.feyCourt is "summer">>
[[Repeat the oath earnestly (but you are Feybound)|summer-court-repeat-oath-speak-first-words-tongue]]<br/>
[[Repeat the oath but withhold your true consent|summer-court-repeat-oath-withhold-true-consent-deception-3]]
<<else>>
<<link "Repeat the oath earnestly" "summer-court-repeat-oath-earnestly-following-moranas-prompting-3">>
<<run Ember.updateCourtFavor($pc, "winter", 5)>>
<<run Ember.setFeyCourt($pc, "winter")>>
<</link>>
<</if>>
<</prompt>><<narration>>
The mindless creatures keep coming, and you are about to be overrun. You turn to Morana and whip off the binding that
holds her tongue, shouting at her,
<</narration>>
<<player-speech>>
Call them off, or I will have the Bounding Line crush the life from your throat!
<</player-speech>>
<<narration>>
She looks at you for only a moment, and you see fear in her eyes as she does. She emits a guttural growl much like
the one that summoned the creatures. They stop with an unsettling lurch and then dissipate down the stairs and away,
as quickly as they came. Their unthinking obedience is troubling - is this what it means to serve the Winter Queen?
You turn back to her...<br/>
[[Continue...|summer-court-moranas-look-purest-venom-now-possibly]]
<</narration>><<narration>>
Your words fall flat - the horde keeps approaching up the stairs, all independent reason seemingly wiped from their
mind. You ready your <<print Ember.getItemNarrationName($pc.weapon)>>...
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("winter_horde", "Winter Horde")]>>
<<set _combatVictory = "summer-court-ground-littered-corpses-manner-pale-insects">>
<<set _combatDefeat = "summer-court-try-fend-off-overwhelming-attack-winter">>
<<set $combat = null>>
<<include "Combat">><<narration>>
A great horde of winter creatures swarm up the steps, hundreds strong. You wrench Morana forward to the top of the
stairs and hold your <<print Ember.getItemNarrationName($pc.weapon)>> to her throat.
<</narration>>
<<player-speech>>
Come even a step nearer and she dies!
<</player-speech>>
<<narration>>
You cry.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-great-hoard-winter-creatures-swarm-steps-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-mindless-creatures-keep-coming-about-2">>
<<else>>
<<include "summer-court-failure-words-fall-flat-hoard-keeps-2">>
<</if>><<narration>>
You repeat the oath earnestly, following Morana'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/>
[[Continue...|summer-court-child-winter-now-mother-glad-mortal]]
<</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>>
Against the Summer I will make no scheme...
<</player-speech>>
<<narration>>
<<link "Continue..." "summer-court-mother-morana-stops-immediately-stares-pretense">>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<</link>>
<</narration>><<narration>>
You repeat the oath but withhold your true consent from it.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-repeat-oath-withhold-true-consent-deception-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-child-winter-now-mother-glad-mortal-2">>
<<else>>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<<include "summer-court-mother-morana-stops-immediately-stares-pretense">>
<</if>><<speech 4>>
We must approach from the blind spot her arrogance creates. We shall enter together, and you will declaim that you
have lured me here as a gift to her. I shall play the part of the betrayed, making to attack you. Bacchus will stop me.
There can be no violence at the Fete.<br/>
She will believe you. She could not conceive of anyone preferring me to her. When the time comes, she will hold out
her hand to receive the Bounding Line. This will be your moment to act. You must twist it around her wrist. She will
be bound and in your power. Your work will then be done. You have only to pass the Bounding Line to me.<br/>
It will be the work of a moment for me to open a door, compelling cooperation from the Heretic Queen to effect its
completion. You will have but to step through, and you will be home.
<</speech>>
<<player-speech>>
And what of the colors? I was at the Pantomime of the Aesthetes, and have heard the Mythos of the Fey - that the
colors only reach my world because they are allowed to pour through the Bounding Line. What guarantee do I have that
you will not withdraw the colors from my world the moment I have stepped through the door?
<</player-speech>>
<<narration>>
Morana gives you a patronizing look.
<</narration>>
<<speech 4>>
How quickly you forget, mortal: We are bound by an oath of peace, are we not? I can no more withdraw the colors from
your world than you can run your blade through my heart!
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-approach-blind-spot-arrogance-creates-enter-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-morana-lying-through-teeth-intention">>
<<else>>
<<include "summer-court-logic-sound-oaths-seem-binding-powers">>
<</if>><<narration>>
You repeat the oath earnestly, following Morana'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/>
[[Continue...|summer-court-sworn-winter-now-glad-mortal-few]]
<</narration>><<narration>>
You repeat the oath but withhold your true consent from it.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-repeat-oath-withhold-true-consent-deception-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-sworn-winter-now-glad-mortal-few-2">>
<<else>>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<<include "summer-court-mother-morana-stops-immediately-stares-pretense">>
<</if>><<narration>>
You repeat the oath earnestly, following Morana'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/>
[[Continue...|summer-court-sworn-winter-now-glad-mortal-few-3]]
<</narration>><<narration>>
You repeat the oath but withhold your true consent from it.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-repeat-oath-withhold-true-consent-deception-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-sworn-winter-now-glad-mortal-few-4">>
<<else>>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<<include "summer-court-mother-morana-stops-immediately-stares-pretense">>
<</if>><<narration>>
Morana's look is purest venom.
<</narration>>
<<speech 4>>
What now, $pc.name? You could not possibly know the forces with which you play. Are you going to take the word of
the Heretic Queen?
<</speech>>
<<narration>>
She spits.
<</narration>>
<<speech 4>>
Are you fool enough to believe everything she told you? It would not surprise me at all...
<</speech>>
<<player-speech>>
Still your tongue, Winter Witch!
<</player-speech>>
<<narration>>
You command.
<</narration>>
<<player-speech>>
You have no power over me, nor do you know anything of my motives! I am not your plaything, nor am I Titania's, nor
the Fool's. I have but one purpose. If you can aid me in accomplishing it, I may yet release you. But first, I
have questions...
<</player-speech>>
<<narration>>
[[Continue...|summer-court-true-told-door-world-unlocks-consent]]
<</narration>><<narration>>
The ground is littered with corpses of all manner of pale insects, angular ice creatures, and even small Winter Fey.
The moment they heard Morana's cry, 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 Winter Court when they were compelled, at a moment's notice, to give their
lives so recklessly and unthinkingly. You take a moment to aim a deliberate kick at a pile of icy snow that used to be
a living being. It flies off into the distance, landing with a satisfying smash on the ground far below. You turn
to Morana...<br/>
[[Continue...|summer-court-moranas-look-purest-venom-now-possibly]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
You try with all your might to fend off the overwhelming attack of the winter horde to no avail. You are very soon
overwhelmed, wheeling and stumbling on the high platform as the creatures surge over your body, biting, kicking,
and slashing at you violently...<br/>
Your body is afire with pain, and you cannot see. In a moment, you feel your foot find mere open space, and you
plunge over the edge of the platform. You feel the sickening rush of wind as you fall interminably downwards.<br/>
You feel a jerk from your foot, and a high scream of rage and panic as Morana herself is yanked off the edge, bound
to your foot by the Bounding Line. She too plunges downward behind you.<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 1>>
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, followed closely by Morana's...<br/>
[[Continue...|feybound-generic-you-died-message]]<br/>
<</narration>><<narration>>
The mindless creatures keep coming, and you are about to be overrun. You turn to Morana and whip off the binding that
holds her tongue, shouting at her,
<</narration>>
<<player-speech>>
Call them off, or I will have the Bounding Line crush the life from your throat!
<</player-speech>>
<<narration>>
She looks at you for only a moment, and you see fear in her eyes as she does. She emits a guttural growl much like the
one that summoned the creatures. They stop with an unsettling lurch, then dissipate down the stairs and away, as
quickly as they have come.<br/>
Their unthinking obedience is troubling - is this what it means to serve the Winter Queen?<br/>
You turn back to her...<br/>
[[Continue...|summer-court-moranas-look-purest-venom-now-possibly-2]]
<</narration>><<narration>>
Your words fall flat - the horde keeps approaching up the stairs, all independent reason seemingly wiped from their
mind. You ready your <<print Ember.getItemNarrationName($pc.weapon)>>...
<</narration>>
<<set _combatFriendlies = [$pc]>>
<<set _combatEnemies = [Ember.getCreatureByType("winter_horde", "Winter Horde")]>>
<<set _combatVictory = "summer-court-ground-littered-corpses-manner-pale-insects-2">>
<<set _combatDefeat = "summer-court-try-fend-off-overwhelming-attack-winter-2">>
<<set $combat = null>>
<<include "Combat">><<speech 4>>
You are a child of Winter now, and I am your mother! Be glad, mortal. Few of your kind have ever been so called. We
are bound to you, and you to us, until such time as you return home.<br/>
Now, let me tell you how all of this might be accomplished.
<</speech>>
<<narration>>
[[DAY 22|summer-court-day-told-power-cannot-send-back]]
<</narration>><<speech 4>>
You are a child of Winter now, and I am your mother! Be glad, mortal. Few of your kind have ever been so called. We
are bound to you, and you to us, until such time as you return home.
<</speech>>
<<narration>>
But you are certain that Morana is wrong. You have sworn no binding oath. A convenient state of affairs!
<</narration>>
<<speech 4>>
Now, tell me how all of this might be accomplished.
<</speech>>
<<narration>>
[[DAY 22|summer-court-day-told-power-cannot-send-back]]
<</narration>><<narration>>
Morana is lying through her teeth to you. She has no intention whatsoever of allowing the flow of colors into your
world.<br/>
[[Continue...|summer-court-plan-good-one-mortal-take-heed]]
<</narration>><<narration>>
The logic is sound - oaths seem to have binding powers over the Fey. Your fears must be groundless.<br/>
[[Continue...|summer-court-plan-good-one-mortal-take-heed]]
<</narration>><<speech 4>>
You are sworn to Winter now! Be glad, mortal. Few of your kind have ever been so called. We are bound to you, and you
to us, until such time as you return home.<br/>
Now, tell me how all of this might be accomplished.
<</speech>>
<<narration>>
She inquires.<br/>
[[Continue...|summer-court-day-true-titania-told-door-world]]
<</narration>><<speech 4>>
You are sworn to Winter now! Be glad, mortal. Few of your kind have ever been so called. We are bound to you, and you
to us, until such time as you return home.
<</speech>>
<<narration>>
But you are certain that Morana is wrong. You have sworn no binding oath. A convenient state of affairs!
<</narration>>
<<speech 4>>
Now, tell me how all of this might be accomplished.
<</speech>>
<<narration>>She inquires.<br/>
[[Continue...|summer-court-day-true-titania-told-door-world]]
<</narration>><<speech 4>>
You are sworn to Winter now! Be glad, mortal. Few of your kind have ever been so called. We are bound to you, and you
to us, until such time as you return home.<br/>
Now, let me tell you the truth of the Lady Titania and how we might accomplish your return and my ascendence.
<</speech>>
<<narration>>
[[Continue...|summer-court-day-true-fool-told-door-world]]
<</narration>><<speech 4>>
You are sworn to Winter now! Be glad, mortal. Few of your kind have ever been so called. We are bound to you, and
you to us, until such time as you return home.
<</speech>>
<<narration>>
But you are certain that Morana is wrong. You have sworn no binding oath. A convenient state of affairs!
<</narration>>
<<speech 4>>
Now, let me tell you the truth of the Lady Titania and how we might accomplish your return and my ascendence.
<</speech>>
<<narration>>
[[Continue...|summer-court-day-true-fool-told-door-world]]
<</narration>><<player-speech>>
Is it true, what I have been told, that the door to my world only unlocks by consent from both queens?
<</player-speech>>
<<narration>>
Morana nods.
<</narration>>
<<player-speech>>
And that whichever of you holds the Bounding Line will be Queen of all the Feywild?
<</player-speech>>
<<narration>>
Again, Morana nods.
<</narration>>
<<player-speech>>
And what is your opinion of Lady Titania? Why should I choose you to be Queen of All over her, should I make such
a choice?
<</player-speech>>
<<speech 4>>
Titania is heartless and cruel, and follows only her own will,
<</speech>>
<<narration>>
Morana replies.
<</narration>>
<<speech 4>>
She would promise anything and abandon her word the moment it suited her. She is also a vain and pretentious creature.
Would you have such a creature rule over all the Fey? Would you have her rule over the colors?
<</speech>>
<<player-speech>>
And what of the colors if you were to be Queen? I was at the Pantomime of the Aesthetes and have heard the Mythos of
the Fey - that the colors only reach my world because they are allowed to pour through the Bounding Line. What
guarantee do I have that, were you to be Queen, you would not withdraw the colors from my world the moment I have
stepped through the door?
<</player-speech>>
<<narration>>
Morana thinks for a moment before asking,
<</narration>>
<<speech 4>>
Do you know why we love the frozen dark of Winter?"
<</speech>>
<<narration>>
You shake your head.
<</narration>>
<<speech 4>>
We love it for what it keeps from decay and death. Do you not lament that all things carry in them beauty in some
measure, only to pass away and be forgotten? A brilliant sunset lasts only for a few fleeting hours and is gone in
all but memory. A flower blooms in Spring, and by Summer that bloom is lost, and the flower that produced it is only
rotten death? Perhaps you have not seen the Heretic Queen's Heart of Summer. Perhaps not. But I tell you, it rests on
a great morass of darkness and death that she calls the Beneath. Such things are abhorrent to our imagination. We
would save all beauty in The Sleeping One's dream until she wakes again. 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/>
Here, in the meantime, we set ourselves to hold back the slow death that change imposes. We do not seek to staunch the
flow of colors to other worlds. We seek only to hold the beauty of the colors already here.
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-true-told-door-world-unlocks-consent-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-morana-lying-through-teeth-intention-2">>
<<else>>
<<include "summer-court-speaks-eloquently-enough-youre-unsure-whether">>
<</if>><<narration>>
Morana's look is purest venom.
<</narration>>
<<speech 4>>
What now $pc.name? You could not possibly know the forces with which you play. Are you going to take the word of the
Heretic Queen?
<</speech>>
<<narration>>
She spits.
<</narration>>
<<speech 4>>
Are you fool enough to believe everything she told you? It would not surprise me at all...
<</speech>>
<<player-speech>>
Still your tongue, Winter Witch!
<</player-speech>>
<<narration>>
You command.
<</narration>>
<<player-speech>>
We are going to the Sybaris Fete to meet Titania. Your servants will let us leave unhindered and uninterrupted. If I
so much as see one of them, I will end your life. Am I clear?
<</player-speech>>
<<narration>>
Morana nods, vitriolic hatred etched in every line of her face.
<</narration>>
<<player-speech>>
Good. Let's go, then.
<</player-speech>>
<<narration>>
And you proceed down the steps and away from the Heart of Winter, relieved that your stay has concluded and you are
still alive.<br/>
[[Continue...|summer-court-several-long-days-unfamiliar-journey-back]]
<</narration>><<narration>>
The ground is littered with the corpses of all manner of pale insects, angular ice creatures, and even small Winter
Fey. The moment they heard Morana's cry, 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 Winter Court when they were compelled, at a moment's notice, to
give their lives so recklessly and unthinkingly.<br/>
You take a moment to aim a deliberate kick at a pile of icy snow that used to be a living being. It flies off into
the distance, landing with a satisfying smash on the ground far below.<br/>
You turn to Morana...<br/>
[[Continue...|summer-court-moranas-look-purest-venom-now-possibly-2]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
You try with all your might to fend off the overwhelming attack of the Winter horde, but to no avail. You are very
soon overwhelmed and wheel and stumble on the high platform as the creatures surge over your body, biting, kicking,
and slashing at you violently...<br/>
Your body is afire with pain, and you cannot see. In a moment, you feel your foot find mere open space, and you
plunge over the edge of the platform. You feel the sickening rush of wind as you fall interminably downwards.<br/>
You feel a jerk from your foot, followed by a high scream of rage and panic as Morana herself is yanked off the edge,
bound to your foot by the Bounding Line. She too plunges downward behind you.<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 wrapped around your left ankle.
<</narration>>
<<speech 1>>
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, followed closely by Morana's...<br/>
[[Continue...|feybound-generic-you-died-message]]<br/>
<</narration>><<speech 4>>
I told you that even with all my power, I cannot send you back to your world 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 certain that the Heretic Queen of Summer told you that only she can show you the 'Ways of the Bounding Line'.
She is a creature of lies, and she lied to you in this. She has only very little control over it. She can reveal it,
and no more. Once you hold it in your hand, she can do very little. She revealed it to you and 'gave' it to you, didn't
she? Proclaiming in so doing that it was hers, given as a gift she could at any moment withdraw?
<</speech>>
<<narration>>
You nod.<br/>
Morana gives a satisfied nod.
<</narration>>
<<speech 4>>
You see her manipulations and deceits. She loves only the beauty of a moment. Everything else is but a means to that
end. You have seen this.<br/>
And she told you to find your way to me and bind me in her name, so that she might so graciously open the door home
for you? Where was this to happen?
<</speech>>
<<player-speech>>
My rendezvous with Titania is at the Sybaris Fete.
<</player-speech>>
<<speech 4>>
Yes, it would be. She always was a pretentious creature. A crown was never good enough. She would have a crown and an
audience. Foolish creature. Her arrogance will see her brought low.
<</speech>>
<<narration>>
And she smiles a wintry smile.<br/>
[[Continue...|summer-court-bounding-line-revealed-events-set-motion]]
<</narration>><<speech 4>>
Your plan is a good one, mortal. But take heed: I do this only because there is an oath between us, and the magic of
Fey oaths will be your death if you double-cross me. Let us begin.
<</speech>>
<<narration>>
You let out a breath you didn't know you were holding. And as hastily as you can manage without appearing suspicious
(and before she can change her mind), you flick your wrist, and the golden thread of the Bounding Line wraps itself
around the Winter Queen.<br/>
Before long, you depart for the Sybaris Fete once again, with Morana as your ostensible captive...<br/>
[[Continue...|summer-court-day-several-long-days-unfamiliar-journey]]
<</narration>><<player-speech>>
"Is it true, then, what Titania told me, that the door to my world only unlocks by consent from both queens?
<</player-speech>>
<<narration>>
Morana nods.
<</narration>>
<<player-speech>>
And that whichever of you holds the Bounding Line will be Queen of all the Feywild?
<</player-speech>>
<<narration>>
Again, she nods.
<</narration>>
<<player-speech>>
And what of Titania's power over the Bounding Line? It was she who gave it to me. Is that power hers only?
<</player-speech>>
<<narration>>
At this, Morana smirks.
<</narration>>
<<speech 4>>
The Heretic Queen is a creature of lies, and she lied to you in this. She has only a very little control over it. She
can reveal it, and no more. Once you hold it in your hand, she can do very little. She revealed it to you, and 'gave'
it to you, didn't she? Proclaiming in so doing that it was hers, given as a gift she could at any moment withdraw?
<</speech>>
<<narration>>
You nod.
<</narration>>
<<speech 4>>
You see her manipulations and deceits, then. She loves only the beauty of a moment. Everything else is but a means
to that end.
<</speech>>
<<player-speech>>
I do not care what you think of her.
<</player-speech>>
<<narration>>
You reply dismissively.
<</narration>>
<<player-speech>>
I care only that you and she can return me home. I am to meet her at the Sybaris Fete, and present you to her there,
bound with the Bounding Line.
<</player-speech>>
<<speech 4>>
Yes, it would be there. She always was a pretentious creature. A crown was never good enough. She would have a crown
and an audience. Foolish creature. Her arrogance will see her brought low.
<</speech>>
<<narration>>And she smiles a wintry smile.<br/>
[[Continue...|summer-court-plan-show-titania-exactly-expects-see]]
<</narration>><<player-speech>>
Is it true, then, what the Fool told me, that the door to my world only unlocks by consent from both queens?
<</player-speech>>
<<narration>>
Morana nods.
<</narration>>
<<player-speech>>
And that whichever of you holds the Bounding Line will be Queen of all the Feywild?
<</player-speech>>
<<narration>>
Again, Morana nods and asks,
<</narration>>
<<speech 4>>
What do you know of Lady Titania, Heretic Queen of the Summer Court?
<</speech>>
<<player-speech>>
Very little, save what the Fool has told me.
<</player-speech>>
<<narration>>
You reply, continuing the deception.
<</narration>>
<<player-speech>>
She is cruel and capricious, and would as soon betray me as honor her word. But the Fool tells me she is also
necessary to opening the door to my world. Is what he says true?
<</player-speech>>
<<narration>>
Morana smiles mirthlessly.
<</narration>>
<<speech 4>>
In this at least, the Fool has spoken the truth. Titania is indeed heartless and cruel, and follows only her own
will. She would promise anything and abandon her word the moment it suited her. She is also a vain and pretentious
creature. A crown was never good enough. She would have a crown and an audience.
<</speech>>
<<narration>>
<<link "Continue..." "summer-court-approach-blind-spot-arrogance-creates-enter">><<set $pc.skipNextDayTick to true>><</link>>
<</narration>><<narration>>
Morana is lying through her teeth to you. She has no intention whatsoever of allowing the flow of colors into
your world.<br/>
[[Continue...|summer-court-set-aside-insights-motives-winter-queen]]
<</narration>><<narration>>
She speaks eloquently enough. You're unsure whether she's telling the truth or not.<br/>
[[Continue...|summer-court-set-aside-insights-motives-winter-queen]]
<</narration>><<narration>>
It is several long days' unfamiliar 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 into the daylands,
but sleep never overtakes you. How odd...<br/>
Morana is menacingly silent as she walks ahead of you through her own lands. Whenever she turns to look at you, her
gaze is filled with cold, mathematical 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 Titania with Morana 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 through 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 feet, not just two.<br/>
You awake from your reverie with a start!<br/>
[[Continue...|summer-court-directly-wake-fool-matching-pace-step]]
<</narration>><<speech 4>>
The Bounding Line is revealed, $pc.name. Events have been set in motion that can only conclude one of two ways. At
the end of this path, either she will hold the Bounding Line in her hand and be crowned Queen of the Fey Realm, or I
will. The crowned one will have the colors at her command, and will remake the Feywild in her own image - Summer and
Winter and all the times and seasons alike.<br/>
That decision will fall to you. We cannot now take it from you, for the magic of the Bounding Line is bound up with
the bearer's thoughts and intentions. When all comes together at the end that is a beginning, you must choose, freely
and of your own accord, to whom you will surrender the Bounding Line. Whoever you choose will be queen, and only she
will be able to compel the opening of the door to your world."<br/>
I tell you all of this freely and with neither let nor hindrance, asking your consideration. You have seen the works
of Titania's hand. You have seen her caprice and her narcissism. Is such a creature trustworthy? Are you and I not
bound by common opinion about the beauty of Winter, and still stronger bonds? Whom between us would keep to her word:
I who have held myself servant to a promise for centuries, or she who the moment she has felt something has forgotten
the thing before? You know as well as I, the Bounding Line would best fall to me.
<</speech>>
<<narration>>
[[Continue...|summer-court-yet-further-place-fate-hands-plan]]
<</narration>><<narration>>
It is several long days' unfamiliar 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/>
Morana passes the time by telling you tales in gentle, motherly tones. She points out beautiful monuments and natural
phenomena as you walk with her through Winter-lands. She speaks of all the beautiful things she and her people have
found and preserved, and her love for her world moves you greatly. Whatever else you may think of Mother Morana, she
has kept many beautiful things from disappearing from the 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 Titania with Morana 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 feet, not just two. You awake from your reverie with a start!<br/>
[[Continue...|summer-court-directly-wake-fool-matching-pace-step-2]]
<</narration>><<player-speech>>
My plan is this. We will show Titania exactly that which she expects to see. I will bind you now with the Bounding
Line. We have an oath of peace, you and I, correct? So I can bring no harm to you, whether you are bound or not. It
will strengthen the illusion for Titania.<br/>
You and I will proceed to the Sybaris Fete together. We shall go alone. I will have none of your servants betray
me on the journey there.<br/>
Once there, Titania will see what she wishes to see: her 'hero' returned, with a bound queen in tow. And when the
moment comes that the choice is to be made, I can unbind you and bind her as easily as lacing up a boot. She will
suspect nothing until it is too late.<br/>
What say you, Mother Morana?
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 15>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-plan-show-titania-exactly-expects-see-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-morana-lets-silence-stretch-stares">>
<<else>>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<<include "summer-court-morana-lets-silence-stretch-stares-hold">>
<</if>><<narration>>
You set aside your insights into the motives of the Winter Queen for the time being.
<</narration>>
<<player-speech>>
Listen to me, Morana. We are going to the Sybaris Fete to meet Titania. My mind is not yet made up about your motives
and whom I shall choose to rule over the Feywild. But, should your servants interrupt or hinder us in any way, I will
count it against you in my reckoning, or take it as an excuse to end your life. Am I clear?
<</player-speech>>
<<narration>>
Morana nods, stony-faced.
<</narration>>
<<player-speech>>
Good. Let's go, then.
<</player-speech>>
<<narration>>
And you proceed down the steps and away from the Heart of Winter, relieved that your stay has concluded here and that
you are still alive.<br/>
[[Continue...|summer-court-several-long-days-unfamiliar-journey-back]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 backward with a chortle of glee.
<</narration>>
<<speech 1>>
Well met, again, mortal! You have tracked footprints all about the map, haven't you?
<</speech>>
<<narration>>
He turns to Mother Morana with a foppish bow.
<</narration>>
<<speech 1>>
Mother dear! Might I extend my compliments on your very flattering attire? The binder, it appears, is leading the
bound!
<</speech>>
<<narration>>
Morana looks at the Fool warily.
<</narration>>
<<speech 4>>
Why are you here, Meddler? We have no time to bandy idle words with you. If you are here to mock, begone.
<</speech>>
<<speech 1>>
Perhaps a little, yes! The very stones would cry out in outrage 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?
<</speech>>
<<speech 4>>
If that is your sole purpose, we can have nothing further to say. And as I'm sure you've seen, this silk-
threaded ape has no need of you either.
<</speech>>
<<narration>>
Morana replies vehemently.
<</narration>>
<<speech 1>>
Oh, now, be gentle with your tongue or let it rest!
<</speech>>
<<narration>>
The Fool retorts.
<</narration>>
<<speech 1>>
The ape might have a name, and perhaps a thought and a will to match! In fact, as my eyes call my mouth to account,
the silken ape has gilded the silvery snowflake in gold! And I thought Bacchus held all the revels in Sybaris!<br/>
"But peace, $pc.name!
<</speech>>
<<narration>>
He says, seeing you bristle at being called an ape.
<</narration>>
<<speech 1>>
I come bearing gifts of gab to match your gifts of golden garb for dear Mother Morana! 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?<br/>
<</speech>>
<<narration>>
When you look as if you're going to answer, he holds up a paw.
<</narration>>
<<speech 1>>
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>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Morana, thinking for a moment that she might explain anything the Fool just said to you. But if the
Winter Queen's face held a scowl for you before, it now holds only thunder.<br/>
You turn back to your journey, your thoughts a-whirr again.<br/>
[[Continue...|summer-court-second-time-crest-hill-see-sybaris]]
<</narration>><<speech 4>>
And I will yet further place my fate in your hands, for I have a plan by which we might effect the capture of the
Heretic Queen. Titania is arrogant and blind enough to believe without doubt that her schemes will work. We shall
show her what she wishes to see.<br/>
So great is my trust in you that I will allow you to bind me with the Bounding Line. We will go and meet Titania
at her 'coronation', and she will see exactly what she wishes to see. A bound queen and her pawn holding the binding.
The time will come - her moment of triumph - and in that moment, the moment of her great triumph, and greatest
weakness, you will unbind me, and bind her in my name.<br/>
I will then have everything I should need to open the door to your world, and gladly will I do it. Promises are
meant to be kept.<br/>
What say you, child? Will you join me in this?
<</speech>>
<<prompt>>
How will you respond to Morana?<br/>
[[You would let me bind you with the Bounding Line?|summer-court-wait-consent-bound-bounding-line-morana]]<br/>
[[It is a good plan|summer-court-good-plan-morana-nods-oblige-proceed]]
<</prompt>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
Well met, again, mortal! You have tracked footprints all about the map, haven't you!
<</speech>>
<<narration>>
He turns to Mother Morana with a foppish bow.
<</narration>>
<<speech 1>>
And the Great Matriarch! Might I extend my compliments to you for the company you keep! Two fools in company, and
ah! I would make three!
<</speech>>
<<narration>>
Morana looks at the Fool warily.
<</narration>>
<<speech 4>>
Why are you here, Meddler? Are you here to mock us?
<</speech>>
<<speech 1>>
Ah, the pot calls unto the kettle! Come now, meddling was how you became embroiled so!
<</speech>>
<<narration>>
The Fool retorts with a smirk.<br/>
Morana looks at the Fool warily.
<</narration>>
<<speech 4>>
Why are you here, Meddler? We have no time to bandy idle words with you. If you are here to trouble us, find
some other victim.
<</speech>>
<<speech 1>>
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? Be sure you leave no suitor unscrutinized, no matter how unsuitable they may appear!
<</speech>>
<<narration>>
When you look as if you're going to answer, he holds up a paw.
<</narration>>
<<speech 1>>
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>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Morana, thinking for a moment that she might explain anything the Fool just said to you. But the Winter
Queen is quiet by your side, watching you with calculating eyes.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|summer-court-second-time-crest-hill-see-sybaris-2]]
<</narration>><<narration>>
Morana lets the silence stretch as she stares you down. You hold your breath.
<</narration>>
<<speech 4>>
It is a good plan. It would bring me much pleasure to watch Titania's downfall at the moment she believes to be her
triumph. I will allow this.
<</speech>>
<<narration>>
She says finally, and you breathe a silent sigh of relief. But a thought occurs to you.
<</narration>>
<<player-speech>>
What of the colors? I was at the Pantomime of the Aesthetes, and have heard the Mythos of the Fey. The colors only
reach my world because they are allowed to pour through the Bounding Line. What guarantee do I have that you will
not withdraw the colors from my world the moment I have stepped through the door?
<</player-speech>>
<<narration>>
Morana gives you a patronizing look.
<</narration>>
<<speech 4>>
How quickly you forget, mortal: We are bound by an oath of peace, are we not? I can no more withdraw the colors from
your world than you can run your blade through my heart!
<</speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Insight">>
<<set _dc = 16>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-success-morana-lets-silence-stretch-stares-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "summer-court-success-morana-lying-through-teeth-intention-3">>
<<else>>
<<include "summer-court-logic-sound-oaths-seem-binding-powers-2">>
<</if>><<narration>>
Morana lets the silence stretch as she stares you down. You hold your breath.
<</narration>>
<<speech 4>>
Do you take me for a fool, worm?
<</speech>>
<<narration>>
She says finally.
<</narration>>
<<speech 4>>
We are bound together by oath. Consenting to be bound only surrenders my freedom to you, with no benefit. If we get
to the Sybaris Fete, Titania's plans will already be undone.
<</speech>>
<<player-speech>>
No, I have a better plan...
<</player-speech>>
<<narration>>
<<link "Continue..." "summer-court-approach-blind-spot-arrogance-creates-enter">>
<<set $pc.skipNextDayTick to true>>
<</link>>
<</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 formed a perfectly straight procession line into the Fete. And at its
head, the massive form of Bacchus watches your approach.
<</narration>>
<<speech 2>>
Welcome back, $pc.name!
<</speech>>
<<narration>>
He booms in his slow, rolling tone.
<</narration>>
<<speech 2>>
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 that the very geography of the valley has changed. Where before the maze of tents was spread across a flat
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...|summer-court-advance-slope-mighty-amphitheatre-mount-stage]]
<</narration>><<player-speech>>
Wait, you would consent to be bound with the Bounding Line?
<</player-speech>>
<<narration>>
Morana smiles patronizingly.
<</narration>>
<<speech 4>>
I would, child. I trust you. You and I have sworn an oath of peace. We are both of us bound up in this, for good
or ill.
<</speech>>
<<narration>>
[[Fair enough...|summer-court-good-plan-morana-nods-oblige-proceed]]
<</narration>><<speech 4>>
It is a good plan.
<</speech>>
<<narration>>
Morana nods.
<</narration>>
<<speech 4>>
So be it.
<</speech>>
<<narration>>
You oblige and proceed to bind Morana with the golden thread of the Bounding Line. Before long, you depart for the
Sybaris Fete once again with Morana as your captive...<br/>
[[Continue...|summer-court-day-several-long-days-unfamiliar-journey-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 its
head, the massive form of Bacchus watches your approach.
<</narration>>
<<speech 2>>
Welcome back, $pc.name!
<</speech>>
<<narration>>
He booms in his slow, rolling tone.
<</narration>>
<<speech 2>>
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...|summer-court-advance-slope-mighty-amphitheatre-mount-stage-2]]
<</narration>><<narration>>
Morana is lying through her teeth to you. She has no intention whatsoever of allowing the flow of colors into
your world.<br/>
[[Continue...|summer-court-plan-good-one-mortal-take-heed-2]]
<</narration>><<narration>>
The logic is sound - oaths seem to have binding powers over the Fey. Your fears must be groundless.<br/>
[[Continue...|summer-court-plan-good-one-mortal-take-heed-2]]
<</narration>><<image-medium "FinalConfrontation_SummerStanding.png" "Titania standing on the central dais of the amphitheatre in her antlered crown and leaf-green gown, staff in hand, with Bacchus reclining at the side and the Fool watching from the front row." "center">>
<<narration>>
You advance down the slope of this mighty amphitheatre and mount the stage, Morana in tow, the murmurs of a vast,
alien audience following you.<br/>
You see the Fool in the front row, looking up at you with, of all things, popcorn in his paws and a cheeky grin on
his face.<br/>
And on the stage before you, Titania watches you, openly shivering with delighted anticipation.<br/>
Bacchus steps up before you and all assembled, and raises his great hands. Silence falls rapidly.
<</narration>>
<<speech 2>>
The stage is set.
<</speech>>
<<narration>>
He booms.
<</narration>>
<<speech 2>>
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...|summer-court-titania-breaks-silence-oh-dear-wonderful]]
<</narration>><<narration>>
It is several long days' unfamiliar 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/>
Morana passes the time by telling you tales in gentle, motherly tones. She points out beautiful monuments and natural
phenomena as you walk with her through winter-lands. She speaks of all the beautiful things she and her people have
found and preserved, and her love for her world moves you greatly. Whatever else you may think of Mother Morana, she
has kept many beautiful things from disappearing from the 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 Titania with Morana 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 feet, not just two. You awake from your reverie with a start!<br/>
[[Continue...|summer-court-directly-wake-fool-matching-pace-step-3]]
<</narration>><<image-medium "FinalConfrontation_SummerStanding.png" "Titania standing on the central dais of the amphitheatre in her antlered crown and leaf-green gown, staff in hand, with Bacchus reclining at the side and the Fool watching from the front row." "center">>
<<narration>>
You advance down the slope of this mighty amphitheatre and mount the stage, Morana in tow, the murmurs of a vast
alien audience following you. You can feel Morana's nervousness - already, you have not acted according to the plan
she concocted. But there is nothing at present that she can do.<br/>
You see The Fool in the front row, looking up at you with, of all things, popcorn in his paws and a cheeky grin on his face.<br/>
And on the stage before you, Titania watches you, shivering openly with delighted anticipation.<br/>
Bacchus steps up before you and before all assembled and raises his great hands. Silence falls rapidly.
<</narration>>
<<speech 2>>
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...|summer-court-titania-breaks-silence-welcome-back-little]]
<</narration>><<speech 4>>
Your plan is a good one, mortal. But take heed: I do this only because there is an oath between us, and the magic of
Fey oaths will be your death if you double-cross me. Let us begin.
<</speech>>
<<narration>>
You let out a breath you didn't know you were holding. And as hastily as you can manage without appearing suspicious
(and before she can change her mind), you flick your wrist, and the golden thread of the Bounding Line wraps itself
around the Winter Queen.<br/>
Before long, you depart for the Sybaris Fete once again, with Morana as your ostensible captive...<br/>
[[CONTINUE TO DAY 23|summer-court-day-several-long-days-unfamiliar-journey-2]]
<</narration>><<narration>>
Titania breaks the silence.
<</narration>>
<<speech 3>>
Oh, you dear, wonderful little creature! You came back, and you brought me a lovely gift! I knew I was right to make
you my friend!
<</speech>>
<<narration>>
Morana responds from her bindings.
<</narration>>
<<speech 4>>
Heretic Sister, you are as capricious and contemptible as always.
<</speech>>
<<narration>>
Titania smirks.
<</narration>>
<<speech 3>>
Oh, do shut up, you old boor. You've spent so long in your icy little hole, you forgot what the sun looks like. It
just came up, and yes, it looks like I'm going to hold the Bounding Line and be the queen! All the Feywild will
be beautiful again, and there's not a thing your little hands can do about it!
<</speech>>
<<narration>>
And the assembled denizens of Summer laugh and jeer at the captured Winter Queen. She seethes with barely contained
rage...<br/>
Lady Titania turns to you.
<</narration>>
<<speech 3>>
Now, come, come! Let's get to the good part! I can hardly wait! Let me have that lovely little thread, and I'll be
queen, and I can send you home! That is your dearest wish. Right?
<</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 "winter">>
[[Give Morana the Bounding Line|summer-court-take-long-look-titania-recall-rot]]
<<elseif $pc.feyCourt is "summer">>
[[Give Titania the Bounding Line|summer-court-remember-glories-heart-summer-infinite-creation]] -or-<br/>
[[Try and fail to give Morana the Bounding Line|summer-court-take-long-look-titania-recall-rot-2]]
<<else>>
[[Give Morana the Bounding Line|summer-court-take-long-look-titania-recall-rot]] -or-<br/>
[[Give Titania the Bounding Line|summer-court-remember-glories-heart-summer-infinite-creation]] -or-<br/>
[[Keep the Bounding Line, attempt to ensnare both queens|summer-court-take-long-look-titania-recall-rot-3]]
<</if>>
<</prompt>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 1>>
Well met, again, mortal! You have tracked footprints all about the map, haven't you!
<</speech>>
<<narration>>
He turns to Mother Morana with a foppish bow.
<</narration>>
<<speech 1>>
Dear Mother, might I extend my compliments on your very flattering attire! The binder, it appears, is leading the bound!
<</speech>>
<<narration>>
Morana looks at the Fool warily.
<</narration>>
<<speech 4>>
Why are you here, Meddler? We have no time to bandy idle words with you. If you are here to mock, begone.
<</speech>>
<<speech 1>>
Oh, but fool that I am, I should be remiss not to mock when mockery calls! The very stones would cry out in
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?
<</speech>>
<<speech 4>>
You are as a thorn in a shoe: good only to enrage, and soon cast aside. $pc.name and I have business
elsewhere.
<</speech>>
<<narration>>
Morana replies.
<</narration>>
<<speech 1>>
Oh, now, be gentle with your tongue or let it rest!
<</speech>>
<<narration>>
The Fool retorts.
<</narration>>
<<speech 1>>
The thorn might just goad you to running; a pastime at which I excel, both with words and feet! Come, Mother, and fool
of a child! Let us see the swiftness in your feet - You can hardly beat me with your words!<br/>
But peace, $pc.name!
<</speech>>
<<narration>>
He says, seeing you bristle at the mockery.
<</narration>>
<<speech 1>>
I come bearing gifts of gab to match your gifts of golden garb for dear Mother! 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>>
<<narration>>
When you look as if you're going to answer, he holds up a paw.
<</narration>>
<<speech 1>>
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>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Morana, thinking for a moment she might explain anything the Fool just said to you. But if the Winter
Queen's face was icy calm before, it now holds only thunder. You turn back to your journey, with your thoughts
a-whirr again.<br/>
[[Continue...|summer-court-second-time-crest-hill-see-sybaris-3]]
<</narration>><<narration>>
Titania breaks the silence.
<</narration>>
<<speech 3>>
Welcome back, little rabbit! It's SO lovely to see you again! I must say I'm a little perplexed, though. Why have you
brought HER along with you? Should I be concerned about your loyalty?
<</speech>>
<<narration>>
Morana responds before you can.
<</narration>>
<<speech 4>>
Heretic Sister, you were always too quick to believe that things are as they seem. Count not the stars in the daylight,
for night will make a fool of you. $pc.name and I have travelled the breadth of my kingdom together and seen every
beauty that your Summer cannot boast. If you have come here for a coronation, you shall have one. But the head that
holds the crown will not be yours.
<</speech>>
<<narration>>
Titania's smirk hides a cloud of anxiety only poorly.
<</narration>>
<<speech 3>>
Oh, do shut up, you old boor. You've spent so long in your icy little hole, you forgot what the sun looks like! I'm
going to hold the Bounding Line and be the queen, and all the Fey Realm will be beautiful again, and there's not a
thing your little hands can do about it!
<</speech>>
<<narration>>
Lady Titania turns to you.
<</narration>>
<<speech 3>>
Now come, come! Let's get to the good part! I can hardly wait! Let me have that lovely little thread, and I'll be
queen and I can send you home! That is your dearest wish. Right?
<</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 "winter">>
[[Give Morana the Bounding Line|feybound-give-morana-bounding-line]] -or-<br/>
[[Try and fail to give Titania the Bounding Line|summer-court-take-long-look-morana-remember-iron]]
<<elseif $pc.feyCourt is "summer">>
[[Give Titania the Bounding Line|summer-court-tired-tired-past-caring-world-exhausting]] -or-<br/>
[[Try and fail to give Morana the Bounding Line|summer-court-take-long-look-titania-recall-rot-4]]
<<else>>
[[Give Morana the Bounding Line|feybound-give-morana-bounding-line]] -or-<br/>
[[Give Titania the Bounding Line|summer-court-tired-tired-past-caring-world-exhausting]] -or-<br/>
[[Keep the Bounding Line, attempt to ensnare both queens|summer-court-take-long-look-titania-recall-rot-3]]
<</if>>
<</prompt>><<narration>>
You take a long look at Titania. You recall the rot that you saw beneath the Heart of Summer, 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 one to be avoided at all costs.<br/>
You remember, too, the glories of the Heart of Winter. Of the order and harmony that ruled there, of the unity that
governed the Children of Winter. True, your conversations with Mother Morana were marked by violence and ended in
capture. And yet, the love of beautiful things, and the devotion with which they preserve them, is far to be preferred
to the unfettered, uncaring pursuit of creation that marks Titania and her servants. Perhaps Winter's embrace is what
The Sleeping One they spoke of would want, that she should come back, and that 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 its 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 hold the golden Bounding Line high in the air, and then, with a nimble flick of your wrist, you unbind Morana
and place the golden thread in her hand, trusting her to be honorable enough to send you home. Your odds are far
better with her than with the fickle Summer Queen.
<</narration>>
<<speech 3>>
NO! NO! STOP!
<</speech>>
<<narration>>
Titania cries out in a sudden frenzy as she watches you make dust of her well-laid plans.
<</narration>>
<<speech 3>>
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/>
For an eternal moment, Morana looks at you and the Bounding Line offered to her with blank shock on her face.
<</narration>>
<<speech 4>>
Why, mortal? You hate us!
<</speech>>
<<player-speech>>
I do not. Circumstances demanded that I act to protect myself and my interests with only the tools and information
available to me. But I have seen the glories of Winter and reflected much on your conduct and the philosophy you
espouse. The Fey Realm is better left in your hands than Lady Titania's, and I trust that you will be honorable, if
for no other reason than you need never see me again.
<</player-speech>>
<<narration>>
A true smile spreads across Morana's face, a smile of surprise, triumph, joy, and power, for a prize thought lost
but gained against all odds. She seizes the end of the gold thread you hold and sends it spinning through the air!
It lashes out with a fluid grace and traps Titania before anyone can react!
<</narration>>
<<speech 4>>
You have chosen well, dear child! I have misjudged you terribly. You are wise beyond your kind. You are a child of
Winter, and I was too blind to see it. Thank you!
<</speech>>
<<narration>>
She turns to address the assembly.
<</narration>>
<<speech>>
The unfettered mercury of Fickle Summer is ended! Behold, Heretic Sister! Your shortsighted caprice is your undoing!
$pc.name has seen through you and has rejected you for the love that Winter has for beautiful things. 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. The servants of Winter are rising in their seats, teeth bared.<br/>
Bacchus steps forward, and his voice booms again, louder and more commanding this time.
<</narration>>
<<speech 2>>
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...|summer-court-morana-turns-winter-indebted-winter-repays]]
<</narration>><<narration>>
You take a long look at Titania. You recall the rot that you saw beneath the Heart of Summer, 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 one to be avoided at all costs.<br/>
You remember, too, the glories of the Heart of Winter. Of the order and harmony that ruled there, of the unity that
governed the Children of Winter. True, your conversations with Mother Morana were marked by violence and ended in
capture. And yet, the love of beautiful things, and the devotion with which they preserve them, is far to be preferred
to the unfettered, uncaring pursuit of creation that marks Titania and her servants. Perhaps Winter's embrace is what
The Sleeping One they spoke of would want: that she should return, and that 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 its 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 extend your hand to Morana, the gold thread in your outstretched palm.<br/>
Morana watches you with blank shock, stunned by your change of heart. She reaches out towards the Bounding Line in
your hand. But before she can take it from you, a splitting pain rends your mind, and you collapse onto the stage.
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 3>>
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. You must surrender the Bounding Line to me.
<</speech>>
<<narration>>
And she laughs a grating, girlish laugh.<br/>
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 = "summer-court-take-long-look-titania-recall-rot-2-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-bacchus-looks-long-slow-deliberation-possible">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-bacchus-looks-long-slow-deliberation-cannot">>
<</if>><<narration>>
You take a long look at Titania. 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 one to be avoided at all costs.<br/>
But you are equally repulsed by the visions of 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 her realm, 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 shake out a length of the Bounding Line and hold the gold thread out towards Titania in your outstretched palm. A
gasp goes up from the assembled crowd, and you hear the cries of victory from the children of Summer, mingled with the
murmurs of anger from the denizens of Winter.<br/>
Titania reaches out to take it, smiling with eager triumph.<br/>
<i>This is a very difficult dexterity check!</i>
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 25>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-take-long-look-titania-recall-rot-3-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-quick-flash-whip-bounding-line-around">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-quick-flash-whip-bounding-line-towards">>
<</if>><<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 should continue, and that those who
dwell in the dream should dream themselves. Yes, the endless growth and beautiful freedom of Titania's realm are
infinitely preferable to Winter's frozen grasp.<br/>
And you are tired. So tired. Past caring for this world and its 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 4>>
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 from your hand and held it high, giggling and dancing about the
stage in fits of delight.<br/>
She laughs a high, frenzied laugh.
<</narration>>
<<speech 3>>
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 spill 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 2>>
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...|feybound-titania-turns-our-little-scheme-worked]]
<</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 its
head, the massive form of Bacchus watches your approach.
<</narration>>
<<speech 2>>
Welcome back, $pc.name!
<</speech>>
<<narration>>
He booms in his slow, rolling tone.
<</narration>>
<<speech 2>>
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 world'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...|summer-court-advance-slope-mighty-amphitheatre-mount-stage-3]]
<</narration>><<narration>>
You are tired. So tired. Past caring for this world and its 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 4>>
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, giggling in girlish excitement and triumph. With a flick of her
wrist, she sends it spinning through the air, landing and binding a shocked Mother Morana until she cannot move.
<</narration>>
<<speech 3>>
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 spill 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 2>>
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...|feybound-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/>
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 should 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 4>>
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 3>>
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 4>>
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>>
<<narration>>
<i>This is a very difficult persuasion check!</i>
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 20>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-take-long-look-morana-remember-iron-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "feybound-ask-bacchus-against-mother-morana-success">>
<<elseif _totalResult lt _dc>>
<<goto "feybound-ask-bacchus-against-mother-morana-failure">>
<</if>><<narration>>
You take a long look at Titania. You recall the rot that you saw beneath the Heart of Summer, 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 one 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 find the
beauty she dreamed waiting for her, ready to be placed back in her care...<br/>
You extend 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 3>>
The bindings of the Fey hold, little worm. 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>>
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>>
<<narration>>
<i>This is a very difficult persuasion check!</i>
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 20>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-take-long-look-titania-recall-rot-4-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-bacchus-looks-long-slow-deliberation-possible-2">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-bacchus-looks-long-slow-deliberation-cannot-2">>
<</if>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
Morana then turns to you.
<</narration>>
<<speech 4>>
We of Winter are indebted to you, and Winter repays its debts.
<</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 4>>
Come, Heretic Sister. I can compel you to this. Why not choose to be gracious, given no other choice?
<</speech>>
<<narration>>
Titania moves forward with a sour look on her face and extends a freed hand. A perfect, luminous yellow flower forms
above her hand and floats 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
selfsame carriage and entourage, all frozen in the same attitude as when you departed, uncounted days or weeks
ago. Home.<br/>
You pause before stepping through, though, 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 comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 queens' 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 1>>
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: "feybound-coin-lands-fools-face", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-hands", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<narration>>
Bacchus looks at you with long, slow deliberation.
<</narration>>
<<speech 2>>
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.<br/>
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|summer-court-tired-tired-past-caring-world-exhausting-2]]<br/>
[[Yes. I will make a home for myself here|feybound-ask-bacchus-to-free-from-oath]]
<</prompt>><<narration>>
Bacchus looks at you with long, slow deliberation.
<</narration>>
<<speech 2>>
I cannot do what you ask. It is not for me to take up the Bounding Line. I want no part in the affairs of these two
queens, and I have no hunger for power. 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 interrupts with a dangerous glint in her eye.
<</narration>>
<<speech 3>>
You still don't understand, do you, worm? You never had any option but to give me the Bounding Line. We could have
been such good friends, but you threw it all away. Now all you can do is give me that little golden thread you think
can protect you and hope you've caught me in a good mood. Now GIVE IT TO ME!
<</speech>>
<<player-speech>>
And what of the colors of my world?
<</player-speech>>
<<speech 3>>
You have no cards left to play, worm. I am not here to negotiate. I am here to accept your surrender.
<</speech>>
<<narration>>
She says with a simpering giggle.
<</narration>>
<<prompt>>
What do you choose?<br/>
[[I wish to return home. I will give the Bounding Line to Titania|summer-court-tired-tired-past-caring-world-exhausting-2]]<br/>
[[I cannot surrender the Bounding Line to you, Titania|feybound-i-cannot-surrender-bounding-line-titania]]
<</prompt>><<narration>>
Quick as a flash, you whip the Bounding Line around Titania's 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 disbelief,
<</narration>>
<<speech 3>>
No, no, no, NO, NO, NO!!! You're doing it WRONG!!! This is a trick you're playing on me, right? Silly, sly fox! Now
is not the time for your little jokes!
<</speech>>
<<narration>>
But your expression does not change, and her incredulous stare contorts into animalistic rage as she realizes you
have deceived her.
<</narration>>
<<speech 3>>
YOU TRAITOROUS WORM!! What have you done! I showed you the beauties of Summer, and let you sit with me in the summer
sun, and talked with you for hours! I offered you everything you wanted! And this is how you'll pay me back??? You are
filth and rot and death!!!
<</speech>>
<<narration>>
You hear the children of Summer shift with the winds of unrest in the crowd, and it mixes with the triumphant, spiteful
laugh of Mother Morana!<br/>
Titania continues to spew vitriolic threats.
<</narration>>
<<speech 3>>
I will see you sent to the Beneath myself! You will rot alive for CENTURIES, and EVERY DAY I will come and remind you
of everything you have lost! 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 booms again - louder and more commanding this time.
<</narration>>
<<speech 2>>
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, Titania and
her servants fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|feybound-but-before-can-react-fool-bounds]]
<</narration>><<narration>>
Quick as a flash, you whip the Bounding Line up towards the Summer Queen, but she is quicker still. She withdraws
her wrist, and the Bounding Line falls impotently to the floor of the stage.
<</narration>>
<<speech 3>>
YOU TRAITOROUS WORM!! What have you done! I showed you the beauties of Summer, and let you sit with me in the summer
sun and talk with me for hours! I offered you everything you wanted! And this is how you'll pay me back??? You are
filth and rot and death!!!
<</speech>>
<<narration>>
You hear the children of Summer shift with the winds of unrest in the crowd, and it mixes with the triumphant,
spiteful laugh of Mother Morana.<br/>
Titania continues to spew vitriolic threats.
<</narration>>
<<speech 3>>
I will see you sent to the Beneath myself! You will rot alive for CENTURIES, and EVERY DAY I will come and remind you
of everything you have lost! 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 erupts again, louder and more commanding this time.
<</narration>>
<<speech 2>>
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 again towards the stage.<br/>
[[Continue...|summer-court-titania-calms-herself-difficulty-contempt-obvious]]
<</narration>><<image-medium "FinalConfrontation_SummerStanding.png" "Titania standing on the central dais of the amphitheatre in her antlered crown and leaf-green gown, staff in hand, with Bacchus reclining at the side and the Fool watching from the front row." "center">>
<<narration>>
You advance down the slope of this mighty amphitheatre and mount the stage, Morana in tow, the murmurs of a vast
alien audience following you.<br/>
You see The Fool in the front row, looking up at you with, of all things, popcorn in his paws, and a cheeky grin
on his face.<br/>
And on the stage before you, Titania watches you, shivering openly with delighted anticipation.<br/>
Bacchus steps up before you and before all assembled, and raises his great hands. Silence falls rapidly.
<</narration>>
<<speech 2>>
The stage is set.
<</speech>>
<<narration>>
He booms.
<</narration>>
<<speech 2>>
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...|summer-court-titania-breaks-silence-oh-dear-wonderful-2]]
<</narration>><<narration>>
Bacchus looks at you with long, slow deliberation.
<</narration>>
<<speech 2>>
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|summer-court-tired-tired-past-caring-world-exhausting-3]]<br/>
[[Yes. I will make a home for myself here.|feybound-ask-bacchus-to-free-from-oath]]
<</prompt>><<narration>>
Bacchus looks at you with long, slow deliberation.
<</narration>>
<<speech 2>>
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 3>>
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 things 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>>
<<player-speech>>
And what of the colors of my world?
<</player-speech>>
<<speech 3>>
"Well.
<</speech>>
<<narration>>
She says with a simpering giggle,
<</narration>>
<<speech 3>>
You'll just have to trust me, now, won't you?
<</speech>>
<<prompt>>
What do you choose?<br/>
[[I wish to return home. I will give the Bounding Line to Titania|summer-court-tired-tired-past-caring-world-exhausting-3]]<br/>
[[I cannot surrender the Bounding Line to you, Titania|feybound-i-cannot-surrender-bounding-line-titania]]
<</prompt>><<narration>>
You are tired. So tired. Past caring for this world and its 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 4>>
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, giggling in girlish excitement and triumph.
<</narration>>
<<speech 3>>
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 spill 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 2>>
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...|summer-court-meanwhile-titania-brought-face-close-believe]]
<</narration>><<narration>>
Titania calms herself with difficulty, but her contempt for you is obvious.
<</narration>>
<<speech 3>>
You have burned your bridges now, little worm. You needed me for your return home! I am so good and kind that I will
allow it, but I set the conditions now.<br/>
You will give me the Bounding Line. You will give it to me, and I will open the door to your miserable, ugly world,
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.<br/>
Do you understand, worm?
<</speech>>
<<prompt>>
What will you choose?<br/>
[[Surrender the Bounding Line and return home|summer-court-return-home-queen-feywild-note-available]] -or-<br/>
[[Withhold the Bounding Line|summer-court-withhold-bounding-line-one-option]]
<</prompt>><<narration>>
Titania breaks the silence.
<</narration>>
<<speech 3>>
Oh, you dear, wonderful little creature! You came back, and you brought me a lovely gift! I knew I was right to make
you my friend!
<</speech>>
<<narration>>
Morana responds from her bindings.
<</narration>>
<<speech 4>>
Heretic Sister, you were always too quick to believe that things are as they seem. Count not the stars in the
daylight, for night will make a fool of you.
<</speech>>
<<narration>>
Titania smirks.
<</narration>>
<<speech 3>>
Oh, do shut up, you old boor. You've spent so long in your icy little hole, you forgot what the sun looks like.
It just came up, and yes, it looks like you were fooled! I'm going to hold the Bounding Line and be the queen, and
all the Feywild will be beautiful again, and there's not a thing your little hands can do about it!
<</speech>>
<<narration>>
The assembled denizens of Summer laugh and jeer at the captured Winter Queen. She only smiles knowingly...<br/>
Lady Titania turns to you.
<</narration>>
<<speech 3>>
Now, come, come! Let's get to the part where I'm crowned queen! I can hardly wait! Let me have that lovely little
thread, and I'll be queen, and I can send you home! That is your dearest wish. Right?
<</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 "winter">>
[[Give Morana the Bounding Line|summer-court-remember-glories-heart-winter-order-harmony]] -or-<br/>
[[Try and Fail to give Titania the Bounding Line|summer-court-take-long-look-morana-remember-iron]]
<<elseif $pc.feyCourt is "summer">>
[[Give Titania the Bounding Line|feybound-give-titania-bounding-line]] -or-<br/>
[[Try and Fail to give Morana the Bounding Line|summer-court-take-long-look-titania-recall-rot-4]]
<<else>>
[[Give Morana the Bounding Line|summer-court-remember-glories-heart-winter-order-harmony]] -or-<br/>
[[Give Titania the Bounding Line|feybound-give-titania-bounding-line]] -or-<br/>
[[Keep the Bounding Line successfully for yourself|summer-court-take-long-look-titania-recall-rot-5]]
<</if>>
<</prompt>><<narration>>
You are tired. So tired. Past caring for this world and its 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 toward 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 3>>
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, giggling with girlish excitement and triumph.
<</narration>>
<<speech 3>>
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, she swirls the Bounding Line to secure a shocked and dismayed Morana tightly in its
grasp. Flowers and vines spill 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 2>>
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...|feybound-titania-turns-our-little-scheme-worked]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
Meanwhile, Titania has brought her face close to yours.
<</narration>>
<<speech 3>>
You would not believe your luck, worm. I would love nothing better than to kill you right now, but dear Bacchus does
have SUCH a bee in his bonnet about violence at the Fete!<br/>
I am going to send you home, so I can be rid of you, and so I can humiliate dear Mother Morana, and so my first act
as queen will look like a mercy. You are safe, little worm. You're going to wriggle away, back to your ugly, decaying
little world. Have a safe trip!
<</speech>>
<<narration>>
And she steps forward onto the dais and stretches out her hand.
<</narration>>
<<speech 3>>
As my first act as keeper of the Bounding Line, I will choose mercy for poor $pc.name! They have been through such a
terrible journey! Should we not send them home?
<</speech>>
<<narration>>
The crowd cheers, and Titania forms a perfect, luminous yellow flower above her hand, which she wafts toward the
center of the stage. She looks to Morana with a smirk and yanks the Bounding Line sharply, causing Morana to stumble
and land heavily on her face.<br/>
As Morana regains her feet, Titania addresses her in a tauntingly coquettish voice.
<</narration>>
<<speech 3>>
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 flower already
there. Their light swirls and extends, opening a door arched with intertwined vines and icy tendrils. Through it, you
can see the selfsame carriage and entourage, all frozen in the same attitudes 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 comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 queens' 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 than a fairy
amongst humans?
<</speech>>
<<narration>>
A ripple of laughter travels through the crowd, and the Fool gives a comical bow to all assembled. Titania wears a
sour grimace, but clearly does not wish to interfere with the Fool or contradict the mood of the crowd.<br/>
The Fool claps his paws.
<</narration>>
<<speech 1>>
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: "feybound-coin-lands-fools-face-5", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-hands-5", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<prompt>>
Who, then, should be Queen of the Feywild?<br/>
<<if $pc.feyCourt is "winter">>
[[Give the Bounding Line to Morana|summer-court-reach-hand-mother-morana-gold-thread]]
<<elseif $pc.feyCourt is "summer">>
[[Give Titania the Bounding Line|summer-court-tired-tired-past-caring-world-exhausting-4]]
<<else>>
[[Give Titania the Bounding Line|summer-court-tired-tired-past-caring-world-exhausting-4]] -or-<br/>
[[Give the Bounding Line to Morana|summer-court-reach-hand-mother-morana-gold-thread]]
<</if>>
<</prompt>><<prompt>>
You have but one option, then:<br/>
[[Give the bounding line to Bacchus|feybound-give-bounding-line-to-bacchus-2]]
<</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 its 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.
<</narration>>
<<speech 3>>
NO! NO! STOP!
<</speech>>
<<narration>>
Titania cries out in a sudden frenzy as she watches you make dust of her well-laid plans.
<</narration>>
<<speech 3>>
I will give you anything! You can sit on the flowery throne and rule all of 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/>
And Morana has already seized the Bounding Line. A true smile spreads across her face, a smile of triumph and joy
and power, for a prize long sought and only now achieved! As it uncoils from her body, it lashes out with a fluid
grace and traps Titania before she can react at all!
<</narration>>
<<speech 4>>
You have chosen well, dear child! The unfettered mercury of Fickle Summer is ended! Behold, Heretic Sister! Your
shortsighted caprice is your undoing! 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. The servants of Winter are rising in their seats, teeth bared.<br/>
Bacchus steps forward, and his voice booms again - louder and more commanding this time.
<</narration>>
<<speech 2>>
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...|summer-court-morana-turns-winter-indebted-winter-repays]]
<</narration>><<narration>>
You take a long look at Titania. 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 one to be avoided at all costs.<br/>
But you are equally repulsed by the visions of 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 shake out a length of the Bounding Line and hold the gold thread out toward Titania in your outstretched palm.
A gasp goes up from the assembled crowd, and you hear the crows of victory from the children of Summer and the murmur
of anger from the denizens of Winter.<br/>
Titania reaches out to take it, smiling a smile of eager triumph.<br/>
<i>This is a very difficult dexterity check!</i>
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Dexterity">>
<<set _dc = 25>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "summer-court-take-long-look-titania-recall-rot-5-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "summer-court-quick-flash-whip-bounding-line-around">>
<<elseif _totalResult lt _dc>>
<<goto "summer-court-quick-flash-whip-bounding-line-toward">>
<</if>><<narration>>
You are tired. So tired. Past caring for this world and its 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 Titania, the gold thread in your outstretched palm.
<</narration>>
<<speech 4>>
NO! NO! STOP!
<</speech>>
<<narration>>
Morana cries out.
<</narration>>
<<speech 4>>
Do not DO THIS, child! Winter will cease to be, and all the beautiful things will pass away and die! I will give you
anything! You can rule the Heart of Winter in my stead! I will take you to the secret places of the Feywild, and be
your handmaid until The Sleeping One returns! I will-
<</speech>>
<<narration>>
But you are past such temptations now. You want only to be home.<br/>
Titania wastes no time. She snatches the Bounding Line from you and holds it high in the air. A true smile spreads
across her face, a smile of triumph, joy, and power, for a prize long sought and only now achieved!
<</narration>>
<<speech 3>>
Now all the Fey are bound to me. I will remake this realm in my image, and we will make beautiful things in the
dreams of The Sleeping One forever!
<</speech>>
<<narration>>
And even as she says the words, flowery growth spills from her hands along the Bounding Line and across the ground,
wrapping every unmoving thing in the great amphitheatre in a celebration of color.<br/>
You hear the outraged gasp of the denizens of Winter...<br/>
[[Continue...|feybound-titania-turns-our-little-scheme-worked]]
<</narration>><<narration>>
You reach out your hand to Mother Morana, the gold thread in your outstretched palm.<br/>
Titania's eyes go wide as she watches her advantage disappear.
<</narration>>
<<speech 3>>
Little Rabbit? LITTLE RABBIT!! Please! No! My beautiful Heart of Summer will die and disappear beneath the ice, and
everything will stop! Nothing will move in all the Fey Realm! PLEASE!!!
<</speech>>
<<narration>>
But Morana has already seized the Bounding Line, and as it uncoils from her body, it lashes out with a fluid grace
and traps Titania even as she screams and pleads with you!<br/>
Morana smiles triumphantly.
<</narration>>
<<speech 4>>
You see it now, don't you, Heretic Sister? All your little schemes and flighty prevarications come to naught!
$pc.name has seen you and seen through you, and found you to be nothing and contain nothing. The dream will be safe
from you in my hands, and you will trouble the Fey Realm no more!
<</speech>>
<<narration>>
You hear the outraged gasp of the denizens of Summer, and the crows of triumph from Winter's servants in the crowd.<br/>
[[Continue...|summer-court-morana-meanwhile-turns-winter-rewards-friends]]
<</narration>><<narration>>
Quick as a flash, you whip the Bounding Line up toward the Summer Queen, but she is quicker still. She withdraws her
wrist, and the Bounding Line falls impotently to the floor of the stage.<br/>
<</narration>>
<<speech 3>>
YOU TRAITOROUS WORM!! What have you done! I showed you the beauties of Summer, and let you sit with me in the summer
sun, and talked with you for hours! I offered you everything you wanted! And this is how you'll pay me back??? You are
filth and rot and death!!!
<</speech>>
<<narration>>
You hear the children of Summer shift with the winds of unrest in the crowd, and it mixes with the triumphant, spiteful
laugh of Mother Morana!<br/>
Titania continues to spew vitriolic threats.
<</narration>>
<<speech 3>>
I will see you sent to the Beneath myself! You will rot alive for CENTURIES, and EVERY DAY I will come and remind you
of everything you have lost! 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 booms again, louder and more commanding this time.
<</narration>>
<<speech 2>>
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, Titania and
her servants fall silent once more. He gestures once again to the stage.<br/>
[[Continue...|summer-court-titania-calms-herself-contempt-obvious-burned]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<narration>>
Morana, meanwhile, turns to you.
<</narration>>
<<speech 4>>
Winter rewards those who have been its friends.
<</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 4>>
Come, Heretic Sister. I can compel you to this. Why not choose to be gracious, given no other choice?
<</speech>>
<<narration>>
Titania's face is stricken with shock and disgust, but she moves forward and extends a freed hand. A perfect, luminous
yellow flower forms above her hand and floats 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 selfsame 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 comes bounding up from his seat at the foot of the stage.
<</narration>>
<<speech 1>>
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 1>>
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! On 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 queens' 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 than 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 1>>
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: "feybound-coin-lands-fools-face-3", image: "Coin_heads.png" }>>
<<set _binaryChoiceOptionB to { label: "The Queen's hands", passage: "feybound-coin-lands-queens-hands", image: "Coin_tails.png" }>>
<<include "OmniBinaryChoice">><<narration>>
Titania calms herself, but her contempt for you is obvious.
<</narration>>
<<speech 3>>
You have burned your bridges now, little worm. You needed me for your return home! I am so good and kind that I
will allow it, but I set the conditions now.<br/>
You will give me the Bounding Line. You will give it to me, and I will open the door to your miserable, ugly world,
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, worm?
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
<<if $pc.feyCourt is null>>
[[Give the Bounding Line to Titania|summer-court-tired-tired-past-caring-world-exhausting-5]] -or-<br/>
[[Give the Bounding Line to Morana|summer-court-reach-hand-mother-morana-gold-thread]] -or-<br/>
[[Give the Bounding Line to Bacchus|feybound-give-bounding-line-to-bacchus-2]] -or-<br/>
[[Keep the Bounding Line|feybound-i-cannot-surrender-bounding-line-either]]
<<elseif $pc.feyCourt is "winter">>
[[Give the Bounding Line to Morana|summer-court-reach-hand-mother-morana-gold-thread]]
<<elseif $pc.feyCourt is "summer">>
[[Give the Bounding Line to Titania|summer-court-tired-tired-past-caring-world-exhausting-5]]
<</if>>
<</prompt>><<narration>>
You are tired. So tired. Past caring for this world and its exhausting oddities. Past carrying the weight of the
accursed Bounding Line. Past entertaining the mighty at the expense of your own strength. You are ready for it all
to be over.<br/>
You reach out your hand to Titania, the gold thread in your outstretched palm.
<</narration>>
<<speech 4>>
NO! NO! STOP!
<</speech>>
<<narration>>
Morana cries out, realizing that her clever plot to turn the situation to her favor has left her bound by her nemesis.
<</narration>>
<<speech 4>>
I will give you anything! You can rule the Heart of Winter in my stead! I will take you to the secret places of the
Feywild and be your handmaid until The Sleeping One returns! I will...
<</speech>>
<<narration>>
But you are past such temptations now. You want only to be home.<br/>
Titania reaches out and takes the Bounding Line from you. A true smile spreads across her face, a smile of triumph,
joy, and power, for a prize long sought and only now achieved!
<</narration>>
<<speech 3>>
Now all the Fey are bound to me. I will remake this realm in my image, and we will make beautiful things in the dreams
of The Sleeping One forever!
<</speech>>
<<narration>>
And even as she says the words, flowery growth spills from her hands along the Bounding Line and across the ground,
wrapping every unmoving thing in the great amphitheatre in a celebration of color.<br/>
You hear the outraged gasp of the denizens of Winter...<br/>
[[Continue...|summer-court-meanwhile-titania-brought-face-close-believe]]
<</narration>><<run Ember.longRest($pc)>>
<<run UI.update()>>
<<narration>>
Long days of travel come and pass, melding into one another. Your wounds heal by small degrees, and you fall into a
familiar pattern of movement and rest.<br/>
Your companions speak to you very little, responding 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 filled so thoroughly 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 look towards it. A forest populated by rabbits with white
horns growing from their foreheads. (You manage to draw from your guides, after much effort, that these are
Almiraj.)<br/>
Your eyes and ears take in all of this and more, 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 every color competed for your eye's attention, you now
see that cooler, deeper shades prevail. Blues and whites gild beside reds and yellows, while greens deepen to blacks. Like
much in this place, the beautiful flirts with the strange.<br/>
You can tell you and your party have been walking dusk-ward and winter-ward, by Feywild reasoning: the ambient
light lessens, and the air has a chill it did not have 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 shards arch across and around and over
in a staggering defiance of gravity. Every surface is bejeweled with fractal crystals that hold all in a silent, cathedral-like 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 it is 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-like creatures tend to perfectly formed, frozen leaves with gentle touches of their alien mouths
and legs. Great creatures, hundreds of feet tall, moving their slow and careful limbs down to pick up colossal pieces of
carefully formed ice, raising them to steep heights, and freezing them there with some power native to them. All
movement is delicate and gentle and deliberate. A labor of love for beautiful things from the mighty and the small alike.<br/>
You trail behind your guides through halls and byways and frozen gardens, until they converge into a symmetry.
At the focus, there appears to be a cathedral hall, roofed high above you by glacial blue ice that
winds and twists in recondite patterns. A busied host murmurs there, 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 lies at the center of motion, but your guides resolve this for you directly.
They raise their hands and open their mouths, a reverberant cry echoing from them both. The swirling host stops
and parts. In its pause, you feel as though 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>>
<<goto "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 struggle to tell whether any one of them is sentient. The
eyes of the assembly follow you in part, but also follow your foot. 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 open, icy columns end in a circular space around 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, nearly to her waist. A fur-lined, hooded cape of rich ermine is draped over her
shoulders, covering a dress of simple deep blue. Her dress and cloak are bound by a deep red belt, the cincture adorned with
beautiful geometric designs, 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 string.<br/>
She bears some resemblance to a shaman you knew once, but she is not crabbed and dirty as he was. They share a certain wisdom, but this woman is rather
commanding and eternal, full of surety and stillness.<br/>
Her eyes draw you in and close off thoughts of all else but her presence and her will.<br/>
<<if $pc.courtFavor.winter gt 0>>
[[Continue...|winter-court-if-winter-court-rating-favorable-positive]]
<<else>>
[[Continue...|winter-court-if-winter-court-rating-unfavorable-zero]]
<</if>>
<</narration>><<speech 4>>
You are known here, mortal. Your deeds precede you into my house. Gladdened and humbled we are at your presence.
<</speech>>
<<narration>>
And Mother Morana inclines her head in a small bow.<br/>
She turns to the two Winter Wardens who have been your escorts.
<</narration>>
<<speech 4>>
My thanks to you, my children. You have served me well, and you may go with my blessing.
<</speech>>
<<narration>>
They croon huskily with pleasure and pride before scampering away.
<</narration>>
<<speech 4>>
If it pleases you, come. We will speak in private.
<</speech>>
<<narration>>
She turns, and the crowd parts to make way for her. You follow in her wake.<br/>
[[Continue...|winter-court-ascend-stairs-carved-into-icy-arches]]
<</narration>><<image-medium "HeartOfWinter.png" "Mother Morana, horned and cloaked, looking out over her ice palace beneath the aurora, a raven in flight beside her." "center">>
<<narration>>
You ascend stairs carved into icy arches to a platform high above, overlooking the sprawling ice-sculpted city that surrounds you. It is uncannily symmetrical in every respect visible to your eye. Snow falls from a midnight sky, bathed
in white moonlight and dotted with a brilliance of stars above.
<</narration>>
<<speech 4>>
Welcome to the Heart of Winter, mortal.
<</speech>>
<<narration>>
[[Continue...|winter-court-place-where-winter-s-work-most]]
<</narration>><<speech>>
This is the place where the Winter's work is made manifest - where the perfection we so strive to preserve is
most felt and best seen. It is beautiful, is it not?
<</speech>>
<<prompt>>
How do you Respond?<br/>
Agree with her, truthfully:
<<link "It is breathtaking, My Lady" "winter-court-agree-with-her-truthfully">>
<<run Ember.updateCourtFavor($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, My Lady. In my world, we don't have anything like it.
<</player-speech>>
<<narration>>
Morana nods and smiles, her voice gentle and proud.
<</narration>>
<<speech 4>>
You could not have its 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 aspire to hold back the flow that
bleeds them away to your world and those beyond it.
<</speech>>
<<player-speech>>
But do the colors not belong to our world too?
<</player-speech>>
<<speech 4>>
They do. But not by any will save that of The Sleeping One. Were they left untended, they would spill over the
edge of the Bounding Line unchecked, and be spent until they ran dry. 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 one another.
<</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>>
/* Remembered for the oath scenes, which continue differently depending on whether Morana thinks you know about the Bounding Line. */
<<set $moranaThinksYouKnow to _effectiveGoodSignal>>
<<if _effectiveGoodSignal and not _hasBadFlag>>
<<include "winter-court-something-behind-morana-s-eyes-shifts">>
<<elseif not _effectiveGoodSignal and not _hasBadFlag>>
<<include "winter-court-morana-s-motherly-smile-widens-good">>
<<elseif _effectiveGoodSignal and _hasBadFlag>>
<<include "winter-court-reset-winter-court-rating-1-no">>
<<else>>
<<include "winter-court-reset-winter-court-rating-1-no-2">>
<</if>><<narration>>
Something behind Morana's eyes shifts, and her steady gaze becomes momentarily unsettled.
<</narration>>
<<speech 4>>
You have a wisdom to you, mortal. I have perhaps misjudged you. Come, I would have you as both friend and ward.
I can hold back the chaos of this world for you so that you may pass through it unmolested. And in time, through the
gathering of resources, I can send you home.<br/>
Let us join in a binding. It is the way amongst us that friendships are sealed by magic. I will be bound by it the same as you are. Neither of us will be able to bring the other harm while still we walk this world.
<</speech>>
<<narration>>
Morana holds her crooked staff out to you.
<</narration>>
<<prompt>>
What do you do?<br/>
[[Take the oath with Morana|winter-court-take-oath-with-morana]] -or-<br/>
[[Recite the oath, but withhold your true assent from it|winter-court-recite-oath-but-withold-true-assent]]
<</prompt>><<narration>>
You take the staff and recite after her.
<</narration>>
<<joint-speech>>
By this pact we hold all Winter's trove
Our lives and wills to this our given oath
That while our waking eyes behold this world
Betwixt us always peace, this be our troth.
<</joint-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around itself and the hands that hold it.
<</narration>>
<<speech 4>>
You are a child of winter now, and I am your mother! Be glad, mortal. Few of your kind have ever been so called.
<</speech>>
<<run Ember.setFeyCourt($pc, "winter")>>
<<narration>>
<<if $moranaThinksYouKnow>>
[[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>>
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 it and parsed out its meaning! I am glad to call you my child! I will
teach you its uses so that we may achieve our ends.
<</speech>>
<<narration>>
She reaches into thin air and draws 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, in my turn, will 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>>
<<goto "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 could it have 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 4>>
The third element for thinning the bounds, and the 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 for a moment before continuing.
<</narration>>
<<speech 4>>
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 through 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. One 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 act of justice done by my court of Winter.
He is of the giant kind, and the 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 Nursemaid 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 do. 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 4>>
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, you understand that 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 of 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 offset 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 across the ground, and even as you watch, several little
pieces dribble off his arm and land 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>>
<<speech>>
Your coming is known to me, manling. What do you want?
<</speech>>
<<narration>>
He replies in 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 toward you.
<</narration>>
<<speech>>
And you think I am?
<</speech>>
<<player-speech>>
I don't think anything yet. I'm here to ask questions at Morana's behest.
<</player-speech>>
<<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]]<br/><br/>
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>>
<<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>>
<<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 with 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>>
<<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>>
<<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 when 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 one, then another, the effect is visible,
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 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 hangs and flaps at impossible lengths.<br/>
The tiny mouth buried in all this smiles at you sweetly, despite its surroundings. 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>>
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>>
<<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 too 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>>
As she speaks, her hands keep reaching for you, intent on some disconcerting imitation of gentle, motherly soothing and small, affectionate pats.<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]]<br/><br/>
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 gentle, motherly tones turn instantly sharp and dangerous. Her wrinkled, motherly face
shifts into a bug-eyed, undulating countenance of terrible rage.
<</narration>>
<<speech>>
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 its 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>>
<<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 a
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>>
<<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, 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. Winter never forgets!
<</speech>>
<<include "winter-court-questions-for-auntie-cailleach">><<narration>>
Auntie Cailleach is a hag, and she manipulates the children of Winter with words and 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 she manipulates the children of Winter with words and magic, continuously, moment by moment. She is very
difficult to read!
<</narration>><<narration>>
You awake some time later, still standing in the cyclically moving crowd of the Winter Court. 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 through the crowd. But when you
try to navigate the crowd to gain a 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 observed with awe when you first approached the city.<br/>
Her form is that of a young woman in a flowing dress, lithe and tall. But smoky shadows roil and flow over her
form constantly, creating the illusion of a veiled face and an ever-flowing gown whose train spreads 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>>
<<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]]<br/><br/>
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>>
<<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. 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>>
<<speech>>
She spreads her canvas out to the very 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 shape to the illusion of 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 to your interrogation who Vespera called 'Mother'.
<</narration>><<narration>>
Vespera is nearly impossible to read. She is an utterly alien creature. If she is the traitor, you could never 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 are both interrupted by the patter of a pursuing Winter Warden. The small, angular figure runs up to
Mother Morana and bows hastily as it approaches.
<</narration>>
<<speech>>
Mother, I come with sorrow. Sister Vespera has fled. She has been seen in the Wilds of Winter, outside the Heart.
<</speech>>
<<speech 4>>
My daughter... no... it cannot be!
<</speech>>
<<narration>>
Mother Morana wheels on you, white with fury.
<</narration>>
<<speech 4>>
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 4>>
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 flee towards the faraway dawnlight.<br/>
<<link "Continue..." "winter-court-race-from-winter-court-out-from">>
<<run Ember.updateCourtFavor($pc, "winter", -2)>>
<</link>>
<</narration>><<run Ember.longRest($pc)>>
<<run UI.update()>>
<<narration>>
You race from the Winter Court, out from the Heart of Winter, and into the wilds of the Fey once more.<br/>
Even as you do, you feel the cold heavy air invade 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. You have felt this
before. And last time, something about you changed drastically....<br/>
<</narration>>
<<set _nextPassage = "winter-court-race-from-winter-court-out-from-wild-magic">>
<<include "WildMagic">><<narration>>
You shake your head as the hazy burning blur of the magical effect sets into your bones.<br/>
You are once again left disoriented and confused, but strangely rejuvenated.<br/>
You shake your head and set your face towards the wilds of the Feywinter...<br/>
Vespera - you were tracking Vespera. You are uncertain how you are to follow quarry made of black smoke that leaves
no footsteps, but you must try!<br/>
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 exists, even this far nightward and winterward in the Fey Realm. They are utterly unlike the trees and shrubs of your world, frozen in perfect pictures of beauty - the highest form of each, cast in icy rigor. It is, admittedly, beautiful.<br/>
Along one path that threads through these 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 denigration of their
perfection here. It must be from the passing of Vespera - a distinctive mark 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, their bending boughs reaching toward the ground as though tired, sometimes shaking without wind as if to rid themselves of the
autumnal leaves clinging to 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 across the forest floor in various states of decay. Some are hollow, forming
highways down which you can walk. Others make mountainous obstacles that you are forced to circumnavigate 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.
As you continue to walk, betraying nothing of your suspicions, you try to think through your panic about 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($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-disguise-yourself-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<goto "winter-court-disguise-yourself-success">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-fail-either-way">>
<</if>><<narration>>
Mere moments after you have planted yourself and frozen, there is a shuffling of leaves and a cracking of branches.
An overwhelming scent of rot invades your nostrils.<br/>
Three large figures reel out of the woods. They look like nothing so much as great, top-heavy toadstools, with
multiple stalks for legs that constantly move to catch their caps as they fall erratically forward. It is
comical - or it would be, if you weren't in a strange forest where most things are probably dangerous.<br/>
They stagger and lurch, stopping occasionally to do what you can only assume is listen. They spend some time
nearby hunting for you with obvious and increasing frustration before eventually stumbling off into the forest.
You hold your breath until you can hear them no longer, then continue on your way.
<</narration>>
<<if Ember.hasVisitedLocation($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($pc, "winter-court-set-out-from-heart-winter-into")>>
[[Continue...|winter-court-vespera-emerges-from-shadows-twilit-autumnal]]
<</if>><<narration>>
The land you make your way through changes again by degrees. Majestic autumnal forests give way to plains, and
then to undulating marshlands punctuated by dramatic rock spires. This seems to be the midpoint between Summer
and Winter, where neither the cold wet of winter nor the heavy heat of summer holds sway. It is neither warm nor
cold. It is simply still and heavy. The air swarms with midges, which collect in clouds that hover almost immovably.<br/>
Vespera's trail runs cold here in the slow, sluggish waters of the marshes. You are forced to cast about and
find a different means of tracking her.
<</narration>>
<<set _diceRollCheck_header = "Make a Survival (Wisdom) Check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 13 - Ember.getSurvivalScore($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 might 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 made.<br/>
But after watching for some time, you see a pattern you didn't notice before. The air never moves, and neither
do the clouds of insects that teem in it, except when you pass by, creating an almost imperceptible breeze
that otherwise would never exist in this place. Where you do, the swarms whirl 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. Along with other indicators, you are confident you have
your heading!<br/>
<<link "Continue..." "winter-court-time-swamp-gives-way-thankfully-verdant">>
<<run Ember.adjustSurvivalScore($pc, 2)>>
<</link>>
<</narration>><<narration>>
In time, the swamp gives way (thankfully) to verdant plains covered in a dazzling array of flowers, berry bushes,
and trees heavy-laden with strange fruit. You must have crossed into the springward lands of the Feywild.<br/>
Every breath you draw in is laden with saccharine richness. Floral nectars and berries compete with the sharp
zest of fruits and the sweet freshness of herbs and foliage.<br/>
You realize you are aching with hunger. Surely something in all of this is edible, right?
<</narration>>
<<prompt>>
What do you do about your hunger?<br/>
[[Examine the berries|winter-court-examine-the-berries]] -or-<br/>
[[Investigate the fruits|winter-court-investigate-the-fruits]] -or-<br/>
[[Inspect the herbs and foliage|winter-court-inspect-herbs-foliage]]
<</prompt>><<narration>>
There are several bushes laden with plump, ripe berries in an assortment of colors and shapes. It all looks delicious,
which means some of it is definitely dangerous. But which?
<</narration>>
<<set _diceRollCheck_header = "Make a nature (Wisdom) Check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 12 - Ember.getSurvivalScore($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 to see a city stretched out 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 overflow 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 none 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, touching,
sniffing, licking sometimes, or simply watching. Others 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 that 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, you begin asking the various
denizens how you might find Titania. You discover that most are non-sentient or sub-sentient, merely flitting or lumbering 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 noises that sound like speech. You can discern no mouth from which the 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 intentions here. So you
think about your desire for an 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>><<image-medium "HeartOfSpring.png" "Titania on a pink flower throne in a sunlit garden, holding a blossom-topped staff." "center">>
<<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, while bizarre insectoids hover and flit on and above you constantly.<br/>
At the center of the massive bloom, a throne of sorts is woven from 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 but constantly, not from
restlessness but with the ceaseless motion of 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 3>>
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, soft as down when you sit upon it.<br/>
Titania continues,
<</narration>>
<<speech 3>>
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($pc, Ember.rollD8() + Ember.rollD8())>>
<<run UI.update()>>
<</link>> -or-<br/>
[[Pretend to eat the fruit|winter-court-pretend-eat-fruit]]
<</prompt>><<narration>>
You inhale, and the smell of it is intoxicating: fresh, sharp, floral, sweet, and mellow all at once.<br/>
You realize you are desperately hungry, and without another thought, consume the lotus fruit ravenously.<br/>
The taste of the fruit is even better than the smell! You feel a heady buzz, and a strange, warm calm overcomes you. Your
body feels better than it has in many long days.
<</narration>>
<<prompt>>
You feel your head swim, and your tongue loosen. All your Charisma-based checks in the Heart of Summer are now rolled
with Disadvantage.
<</prompt>>
<<narration>>
<<link "Continue..." "winter-court-now-i-am-sure-have-delightful">>
<<run Ember.addDisadvantageStat($pc, "Charisma")>>
<</link>>
<</narration>><<speech 3>>
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 that I would be a poor judge of its beauty.
<</player-speech>>
<<speech 3>>
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 3>>
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
loved 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 3>>
Well, no matter! I'm sure I will hear from her eventually. In the meantime, you must make yourself comfortable amongst us.
<</speech>>
<<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 3>>
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 here in the Feywild as well, 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 for 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 3>>
Oh, how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then!
<</speech>>
<<joint-speech>>
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.
<</joint-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 3>>
OH, $pc.name, we are going to be the best of friends, and I promise I shall send you home. It's a difficult thing,
but it can be done!
Now, let me tell you how you might help me, and along the way, we'll return you to your home.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-titania-has-a-scheme">>
<<run Ember.updateCourtFavor($pc, "summer", 5)>>
<<run Ember.setFeyCourt($pc, "summer")>>
<</link>>
<</narration>><<speech 3>>
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 its power to bind anyone in the Feywild. I have sworn an oath of friendship
with you because I believe you to be 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 3>>
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 its 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. When the time is right, you can release me and bind her with the Bounding Line, thereby fulfilling 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 an 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>>
<<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, if she's
going to be bound, she needs to look her best), 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 the 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 and into the day-lands, but
sleep never overtakes you. How odd.<br/>
Titania talks incessantly as you walk with her through the 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 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 through your mind, driving you mad with anticipation.<br/>
Eventually, the rhythm of your 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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 backward with a chortle of glee.
<</narration>>
<<speech 1>>
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 1>>
My Lady, might I extend my compliments on your very flattering attire! The bound, it appears, are leading the bound!
<</speech>>
<<narration>>
Titania looks at the Fool warily.
<</narration>>
<<speech 3>>
Why are you here, Meddler? Are you here to mock me?
<</speech>>
<<speech 1>>
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?
<</speech>>
<<speech 3>>
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.
<</speech>>
<<speech 1>>
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 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 1>>
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>>
<<narration>>
When you look as if you're going to answer, he holds up a paw.
<</narration>>
<<speech 1>>
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>>
<<narration>>
You roll your eyes at the fool. As usual, his answers are not answers at all. But perhaps you could pry more
information from him...
<</narration>>
<<prompt>>
How will you attempt to get information from the Fool?<br/>
[[Attempt to persuade the Fool|winter-court-fool-telling-more-persuade]]<br/>
[[Attempt to intimidate the Fool|winter-court-fool-telling-more-intimidate]]
<</prompt>><<player-speech>>
Oh now, fellow fool. Do not shy away from meddling, having meddled so carefully to now! I have learned what you want,
and I can give it to you.<br/>
You are BORED, are you not? You have said it several times - I am the most amusing thing to happen in a long while.
Well? You could just leave me to my own devices, and roll the dice on the outcome. But we both know that with a little
nudge the ending of this story could be truly great! Come now, nudge and meddle just a little more. Why stop now?
<</player-speech>>
<<narration>>
And as you speak, you know it to be true - the Fool would do anything for a good story...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-fool-telling-more-persuade-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-fool-telling-more-persuade-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fool-telling-more-persuade-fail">>
<</if>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
Come now, Fool. You've meddled thus far for a good story. Why not meddle a little more, and let the final scene be
all you wish it to be?
<</player-speech>>
<<narration>>
You can see the Fool is swayed by your words. He has no witty retort, but instead looks at you keenly...<br/>
In time he recovers his wits, and says to you,
<</narration>>
<<speech 1>>
I can but bow to such an offer.
<</speech>>
<<narration>>
With a gesture, time stops once more, as it did so many long days ago on a mundane road in your world. Titania is
frozen in place, along with the wind, the sky, and every blade of grass. Only you and he move as normal.
<</narration>>
<<speech 1>>
What would you know, wise fool?
<</speech>>
<<narration>>
He says.
<</narration>>
<<player-speech>>
Tell me what I can expect at the Sybaris Fete, and how I might turn it to my advantage.
<</player-speech>>
<<speech 1>>
Very well. I did not lie when I posed the question to you. It will fall to you to decide who shall be arbiter of all
beautiful things. But I will tell you this, there are options beyond the two opposites who have pulled and tugged at
you from the start. If your heart desires above all else to return home, one queen or another will hold the
Bounding Line. <br/>
But as with all things with the Fey, if you would pay a price, there is another way. And perhaps if you are nimble and
quick of thought, you may yet open doors as yet unseen.<br/>
But for all, remember: Whether you wish it or not, what you do will answer in this world who is the keeper of beautiful
things. Choose wisely and well!
<</speech>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if
the Summer Queen's face was bright and babblesome before, it now holds only a cool thoughtfulness.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
Come now, Fool. You've meddled thus far for a good story. Why not meddle a little more, and let the final scene be all
you wish it to be?
<</player-speech>>
<<narration>>
You say.<br/>
The Fool is unswayed by your entreaty.
<</narration>>
<<speech 1>>
Oh I couldn't possibly! It would be like stealing the final canape at an evening party! There are rules even I must
follow. But I applaud your tenacity!
<</speech>>
<<narration>>
And he claps his paws at you patronizingly before disappearing with a cackle of unseemly glee...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if the
Summer Queen's face was bright and babblesome before, it now holds only a cool thoughtfulness.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see]]
<</narration>><<player-speech>>
Enough of your riddlings, you incorrigible boor! I am no longer your plaything! I have learned your weakness: you are
BORED. You manipulate and cajole the creatures of this realm to sate your bottomless desire that something-anything
should HAPPEN. And it is worse, for I know now that for all its glory, this realm's amusements for you are spent, for
otherwise what possible use could you have for following me, a mere mortal, on this strange wandersome journey.
<</player-speech>>
<<narration>>
And as you speak, you know it to be true - the Fool would do anything for a good story...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-fool-telling-more-intimidate-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-fool-telling-more-intimidate-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fool-telling-more-intimidate-fail">>
<</if>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
I have you now, Fool - I know how not to play your game. You have teased me mercilessly to winnow out of me every
twist and turn of amusement to this story, but I can take away the heart. I will douse your story in the cold hard
reality of the mundane.<br/>
Tell me what I wish to know, Fool, or I will go softly into that good night, cursing you with the worst profanity
your mind could imagine: a tale unfinished. I will release Titania, and make a hovel-home for myself here where we
stand, and I will grow old and die here, happy in the knowledge that I have stolen from you the first thing to move
you in the gods only know how long.<br/>
Tell me what I would know, or I will be a loose thread you cannot cut.
<</player-speech>>
<<narration>>
You can see the Fool is utterly shocked by your words. He is, for once, speechless.<br/>
In time he recovers his wits, and says to you,
<</narration>>
<<speech 1>>
I can but bow to such an undressing.
<</speech>>
<<narration>>
With a gesture, time stops once more, as it did so many long days ago on a mundane road in your world. Titania is
frozen in place, along with the wind, the sky, and every blade of grass. Only you and he move as normal.
<</narration>>
<<speech 1>>
What would you know, wise fool?
<</speech>>
<<narration>>
He says.
<</narration>>
<<player-speech>>
Tell me what I can expect at the Sybaris Fete, and how I might turn it to my advantage.
<</player-speech>>
<<speech 1>>
Very well. I did not lie when I posed the question to you. It will fall to you to decide who shall be arbiter of all
beautiful things. But I will tell you this, there are options beyond the two opposites who have pulled and tugged at
you from the start. If your heart desires above all else to return home, one queen or another will hold the
Bounding Line. <br/>
But as with all things with the Fey, if you would pay a price, there is another way. And perhaps if you are nimble and
quick of thought, you may yet open doors as yet unseen.<br/>
But for all, remember: Whether you wish it or not, what you do will answer in this world who is the keeper of beautiful
things. Choose wisely and well!
<</speech>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if the
Summer Queen's face was bright and babblesome before, it now holds only a cool thoughtfulness.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
I have you now, Fool - I know how not to play your game. You have teased me mercilessly to winnow out of me every
twist and turn of amusement to this story, but I can take away the heart. I will douse your story in the cold hard
reality of the mundane.<br/>
Tell me what I wish to know, Fool, or I will release Titania, and throw away the Bounding Line! I will probably die,
and you will never get your ending!
<</player-speech>>
<<narration>>
The Fool tilts his head in amusement.
<</narration>>
<<speech 1>>
And your nose will never forgive you for having cut it off to spite your face. You do not understand me at all!
<</speech>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if
the Summer Queen's face was bright and babblesome before, it now holds only a cool thoughtfulness.<br/>
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 heavy in the air,
burdened by countless Fey creatures who have formed a perfectly straight procession leading into the Fete. And at its
head, the massive form of Bacchus watches your approach.
<</narration>>
<<speech 2>>
Welcome back, $pc.name!
<</speech>>
<<narration>>
He booms in his slow, rolling tone.
<</narration>>
<<speech 2>>
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 world'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 that 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 amphitheater for the scene you are to
play out with the Fey Queens.<br/>
[[Continue...|winter-court-advance-down-slope-mighty-amphitheatre-mount]]
<</narration>><<image-medium "FinalConfrontation_WinterStanding.png" "Mother Morana standing on the central dais of the amphitheatre in her horned crown and fur-trimmed robes, staff raised, with Bacchus reclining at the side and the Fool watching from the front row." "center">>
<<narration>>
You advance down the slope of this mighty amphitheater and mount the stage, Titania in tow, the murmurs of a vast,
alien audience following you.<br/>
You see the Fool in the front row, looking up at you 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 all those assembled, then raises his great hands. Silence falls rapidly.
<</narration>>
<<speech 2>>
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 4>>
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 Winter!
<</speech>>
<<narration>>
Titania responds from her bindings,
<</narration>>
<<speech 3>>
Sister, what a pleasant surprise. You look like the cat that got the cream. Did you know that, in my beautiful courts of Summer, sometimes the cream gets the cat?
<</speech>>
<<narration>>
Morana smirks.
<</narration>>
<<speech 4>>
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 4>>
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 "winter">>
[[Give Morana the Bounding Line|feybound-give-morana-bounding-line]] -or-<br/>
[[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 "summer">>
[[Give Titania the Bounding Line|feybound-give-titania-bounding-line]] -or-<br/>
[[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]]
<<else>>
[[Give Morana the Bounding Line|feybound-give-morana-bounding-line]] -or-<br/>
[[Give Titania the Bounding Line|feybound-give-titania-bounding-line]] -or-<br/>
[[Keep the bounding line successfully for yourself|winter-court-keep-the-bounding-line-yourself]]
<</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/>
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 should continue, and that those who dwell within 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 4>>
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 3>>
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 4>>
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 "feybound-ask-bacchus-against-mother-morana-success">>
<<elseif _totalResult lt _dc>>
<<goto "feybound-ask-bacchus-against-mother-morana-failure">>
<</if>><<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 Titania. 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 one to be avoided at all costs.<br/>
You shake out a length of the Bounding Line and hold the gold thread out toward Morana in your outstretched palm.
A gasp goes up from the assembled crowd, and you hear the cries of victory from the Children of Winter and the murmurs
of anger from the denizens of Summer. <br/>
Morana reaches out to take it, smiling with eager triumph.<br/>
<i>This is a very difficult dexterity check!</i>
<</narration>>
<<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 4>>
What have you done, bastard child? I called you my own, and welcomed you into my house and my family, and this is my
recompense?! 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 their movement mixes with the high cackle of
Lady Titania, who sees in this her hidden plan coming to fruition!<br/>
Morana continues to spew vitriolic threats,
<</narration>>
<<speech 2>>
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 booms again - louder and more commanding this time,
<</narration>>
<<speech 2>>
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...|feybound-but-before-can-react-fool-bounds]]
<</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 4>>
What have you 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 2>>
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 booms again - louder and more commanding this time,
<</narration>>
<<speech 2>>
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 4>>
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|feybound-tired-so-tired-past-caring-for]] -or-<br/>
[[Give the Bounding Line to Titani|feybound-reach-out-hand-lady-titania-gold]] -or-<br/>
[[Give the Boundling Line to Bacchus|feybound-give-bounding-line-to-bacchus-3]] -or-<br/>
[[Keep the Bounding Line|feybound-i-cannot-surrender-bounding-line-either]]
<<elseif $pc.feyCourt is "winter">>
[[Give the Bounding Line to Morana|feybound-tired-so-tired-past-caring-for]]
<<elseif $pc.feyCourt is "summer">>
[[Give the Bounding Line to Titania|feybound-reach-out-hand-lady-titania-gold]]
<</if>>
<</prompt>><<narration>>
You take a long look at Titania. You recall the rot that you saw beneath the Heart of Summer, 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 one 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 of 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 3>>
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>>
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 2>>
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.|feybound-ask-bacchus-to-free-from-oath]]
<</prompt>><<narration>>
You are tired. So tired. Past caring for this world and its 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 4>>
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 3>>
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 spill 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 2>>
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...|feybound-titania-turns-our-little-scheme-worked]]
<</narration>><<narration>>
Bacchus looks at you with long, slow deliberation.
<</narration>>
<<speech 2>>
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 3>>
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 things 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>>
<<player-speech>>
And what of the colors of my world?
<</player-speech>>
<<narration>>
She says with a simpering giggle,
<</narration>>
<<speech 3>>
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|feybound-i-cannot-surrender-bounding-line-titania]]
<</prompt>><<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 3>>
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>>
<<speech 3>>
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 3>>
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, 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,
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 3>>
So here's what we'll do, you and I. We're going to spoil Morana's little party, 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, 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 ever
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 3>>
Someone is lying.
<</speech>>
<<narration>>
She replies in a sing-song voice,
<</narration>>
<<speech 3>>
Why would you lie, $pc.name? Are we not on the same side? Unless.
<</speech>>
<<narration>>
/* This leads into the shared failure scenes, where titania-s-anger-palpable-air-she normally starts
Day 22 — but it's already Day 22 here (after titania-has-a-scheme), so that tick mustn't count. */
<<link "Continue..." "winter-court-reset-summer-score-1">><<set $pc.skipNextDayTick to true>><</link>>
<</narration>><<run Ember.setCourtFavor($pc, "summer", -1)>>
<<narration>>
Titania stops immediately and stares at you, all pretense of charm gone.
<</narration>>
<<speech 3>>
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 in her throat, and all motion on the great
flower suddenly turns and rushes toward 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's surface. You smell the stench of
putrid rot beneath you.<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 fights to maintain its 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 3>>
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 to 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 own 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 3>>
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 toward 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 the 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 and into the day-lands,
but sleep never overtakes you. How odd.<br/>
Titania is menacingly silent as she walks in front of you through her own lands. Whenever she looks back at you, her gaze is full of cold, calculating 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 through your mind, driving you mad with anticipation.<br/>
Eventually, the rhythm of your 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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 backward with a chortle of glee.
<</narration>>
<<speech 1>>
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 1>>
My Lady, might I extend my compliments on your very flattering attire! The bound, it appears, are leading the bound!
<</speech>>
<<narration>>
Titania looks at the Fool warily.
<</narration>>
<<speech 3>>
Why are you here, Meddler? Are you here to mock me?
<</speech>>
<<speech 1>>
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?
<</speech>>
<<speech 3>>
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.
<</speech>>
<<speech 1>>
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 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 1>>
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>>
<<narration>>
When you look as if you're going to answer, he holds up a paw.
<</narration>>
<<speech 1>>
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>>
<<narration>>
You roll your eyes at the fool. As usual, his answers are not answers at all. But perhaps you could pry more
information from him...
<</narration>>
<<prompt>>
How will you attempt to get information from the Fool?<br/>
[[Attempt to persuade the Fool|winter-court-fool-telling-more-2-persuade]]<br/>
[[Attempt to intimidate the Fool|winter-court-fool-telling-more-2-intimidate]]
<</prompt>><<player-speech>>
Oh now, fellow fool. Do not shy away from meddling, having meddled so carefully to now! I have learned what you want,
and I can give it to you.<br/>
You are BORED, are you not? You have said it several times - I am the most amusing thing to happen in a long while.
Well? You could just leave me to my own devices, and roll the dice on the outcome. But we both know that with a little
nudge the ending of this story could be truly great! Come now, nudge and meddle just a little more. Why stop now?
<</player-speech>>
<<narration>>
And as you speak, you know it to be true - the Fool would do anything for a good story...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-fool-telling-more-2-persuade-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-fool-telling-more-2-persuade-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fool-telling-more-2-persuade-fail">>
<</if>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
Come now, Fool. You've meddled thus far for a good story. Why not meddle a little more, and let the final scene be
all you wish it to be?
<</player-speech>>
<<narration>>
You can see the Fool is swayed by your words. He has no witty retort, but instead looks at you keenly...<br/>
In time he recovers his wits, and says to you,
<</narration>>
<<speech 1>>
I can but bow to such an offer.
<</speech>>
<<narration>>
With a gesture, time stops once more, as it did so many long days ago on a mundane road in your world. Titania is
frozen in place, along with the wind, the sky, and every blade of grass. Only you and he move as normal.
<</narration>>
<<speech 1>>
What would you know, wise fool?
<</speech>>
<<narration>>
He says.
<</narration>>
<<player-speech>>
Tell me what I can expect at the Sybaris Fete, and how I might turn it to my advantage.
<</player-speech>>
<<speech 1>>
Very well. I did not lie when I posed the question to you. It will fall to you to decide who shall be arbiter of all
beautiful things. But I will tell you this, there are options beyond the two opposites who have pulled and tugged at
you from the start. If your heart desires above all else to return home, one queen or another will hold the
Bounding Line. <br/>
But as with all things with the Fey, if you would pay a price, there is another way. And perhaps if you are nimble and
quick of thought, you may yet open doors as yet unseen.<br/>
But for all, remember: Whether you wish it or not, what you do will answer in this world who is the keeper of beautiful
things. Choose wisely and well!
<</speech>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if
the Summer Queen's face was dark and menacing before, it now holds an ocean of fury.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see-2]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
Come now, Fool. You've meddled thus far for a good story. Why not meddle a little more, and let the final scene be all
you wish it to be?
<</player-speech>>
<<narration>>
You say.<br/>
The Fool is unswayed by your entreaty.
<</narration>>
<<speech 1>>
Oh I couldn't possibly! It would be like stealing the final canape at an evening party! There are rules even I must
follow. But I applaud your tenacity!
<</speech>>
<<narration>>
And he claps his paws at you patronizingly before disappearing with a cackle of unseemly glee...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if the
Summer Queen's face was dark and menacing before, it now holds an ocean of fury.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see-2]]
<</narration>><<player-speech>>
Enough of your riddlings, you incorrigible boor! I am no longer your plaything! I have learned your weakness: you are
BORED. You manipulate and cajole the creatures of this realm to sate your bottomless desire that something-anything
should HAPPEN. And it is worse, for I know now that for all its glory, this realm's amusements for you are spent, for
otherwise what possible use could you have for following me, a mere mortal, on this strange wandersome journey.
<</player-speech>>
<<narration>>
And as you speak, you know it to be true - the Fool would do anything for a good story...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-fool-telling-more-2-intimidate-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-fool-telling-more-2-intimidate-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fool-telling-more-2-intimidate-fail">>
<</if>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
I have you now, Fool - I know how not to play your game. You have teased me mercilessly to winnow out of me every
twist and turn of amusement to this story, but I can take away the heart. I will douse your story in the cold hard
reality of the mundane.<br/>
Tell me what I wish to know, Fool, or I will go softly into that good night, cursing you with the worst profanity
your mind could imagine: a tale unfinished. I will release Titania, and make a hovel-home for myself here where we
stand, and I will grow old and die here, happy in the knowledge that I have stolen from you the first thing to move
you in the gods only know how long.<br/>
Tell me what I would know, or I will be a loose thread you cannot cut.
<</player-speech>>
<<narration>>
You can see the Fool is utterly shocked by your words. He is, for once, speechless.<br/>
In time he recovers his wits, and says to you,
<</narration>>
<<speech 1>>
I can but bow to such an undressing.
<</speech>>
<<narration>>
With a gesture, time stops once more, as it did so many long days ago on a mundane road in your world. Titania is
frozen in place, along with the wind, the sky, and every blade of grass. Only you and he move as normal.
<</narration>>
<<speech 1>>
What would you know, wise fool?
<</speech>>
<<narration>>
He says.
<</narration>>
<<player-speech>>
Tell me what I can expect at the Sybaris Fete, and how I might turn it to my advantage.
<</player-speech>>
<<speech 1>>
Very well. I did not lie when I posed the question to you. It will fall to you to decide who shall be arbiter of all
beautiful things. But I will tell you this, there are options beyond the two opposites who have pulled and tugged at
you from the start. If your heart desires above all else to return home, one queen or another will hold the
Bounding Line. <br/>
But as with all things with the Fey, if you would pay a price, there is another way. And perhaps if you are nimble and
quick of thought, you may yet open doors as yet unseen.<br/>
But for all, remember: Whether you wish it or not, what you do will answer in this world who is the keeper of beautiful
things. Choose wisely and well!
<</speech>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if the
Summer Queen's face was dark and menacing before, it now holds an ocean of fury.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see-2]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
I have you now, Fool - I know how not to play your game. You have teased me mercilessly to winnow out of me every
twist and turn of amusement to this story, but I can take away the heart. I will douse your story in the cold hard
reality of the mundane.<br/>
Tell me what I wish to know, Fool, or I will release Titania, and throw away the Bounding Line! I will probably die,
and you will never get your ending!
<</player-speech>>
<<narration>>
The Fool tilts his head in amusement.
<</narration>>
<<speech 1>>
And your nose will never forgive you for having cut it off to spite your face. You do not understand me at all!
<</speech>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if
the Summer Queen's face was dark and menacing before, it now holds an ocean of fury.<br/>
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 heavy in the air,
burdened by countless Fey creatures who have formed a perfectly straight procession leading into the Fete. And at its
head, the massive form of Bacchus watches your approach.<br/>
He booms in his slow, rolling tone,
<</narration>>
<<speech 2>>
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 world'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 that 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 amphitheater for the scene you are to
play out with the Fey Queens.<br/>
[[Continue...|winter-court-advance-down-slope-mighty-amphitheatre-mount-2]]
<</narration>><<image-medium "FinalConfrontation_WinterStanding.png" "Mother Morana standing on the central dais of the amphitheatre in her horned crown and fur-trimmed robes, staff raised, with Bacchus reclining at the side and the Fool watching from the front row." "center">>
<<narration>>
You advance down the slope of this mighty amphitheater and mount the stage, Titania in tow, the murmurs of a vast,
alien audience following you.<br/>
You see the Fool in the front row, looking up at you 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 all those assembled, then raises his great hands. Silence falls rapidly.<br/>
He booms,
<</narration>>
<<speech 2>>
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 4>>
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 Winter!
<</speech>>
<<narration>>
Titania responds from her bindings,
<</narration>>
<<speech 3>>
Sister, what a pleasant surprise. You look like the cat that got the cream. Did you know that, in my beautiful courts of Summer, sometimes the cream gets the cat?
<</speech>>
<<narration>>
Morana smirks.
<</narration>>
<<speech 4>>
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 4>>
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 "winter">>
[[Give Morana the Bounding Line|feybound-give-morana-bounding-line]] -or-<br/>
[[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 "summer">>
[[Give Titania the Bounding Line|feybound-give-titania-bounding-line]] -or-<br/>
[[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]]
<<else>>
[[Give Morana the Bounding Line|feybound-give-morana-bounding-line]] -or-<br/>
[[Give Titania the Bounding Line|feybound-give-titania-bounding-line]] -or-<br/>
[[Keep the bounding line successfully for yourself|winter-court-keep-the-bounding-line-yourself]]
<</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 for 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 Titania. 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 one 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 "feybound-ask-bacchus-against-mother-morana-success">>
<<elseif _totalResult lt _dc>>
<<goto "feybound-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 beneath you, revealing the putrid mass of
decaying matter and dying creatures below.<br/>
Your hands fight for a grip on the petals' edges, but to no avail. You fall down, down into the putrid pile of rot and
stench below, bearing the weight of the mass of life above you.<br/>
You do not die in the depths immediately, but by slow degrees of decay. It is painful and undignified.<br/>
[[Continue...|feybound-generic-you-died-message]]
<</narration>><<narration>>
You scrabble in your pockets as your other hand fights to maintain its 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. The Bounding Line falls harmlessly at her feet. She looks down contemptuously at you, and her high mocking laugh 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. It is painful and undignified.<br/>
[[Continue...|feybound-generic-you-died-message]]
<</narration>><<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 toward 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 toward 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 3>>
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 to make a low, ululating call in her throat, but in a heartbeat, you whip the Bounding Line up and around
her mouth, cutting 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, by cutting off Titania's ululating cry, you have cut off
any chance that her minions will 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 toward 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 your 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>>
/* goto, not include: titania-has-a-scheme starts Day 22, and a day only ticks on navigation */
<<goto "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 dons a reproving look.
<</narration>>
<<speech 3>>
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!
<</speech>>
<<narration>>
She pauses, but you do not relent.<br/>
Eventually, she breaks the silence.
<</narration>>
<<speech 3>>
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 3>>
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 its power to bind anyone 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 3>>
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 its 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 3>>
I propose to spoil Morana's little party, 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 as a bunny and pass the Bounding Line to me. I will open a door to your
world, and you will get to go home. 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 3>>
Yes, you're very threatening, and I'm very worried.
<</speech>>
<<narration>>
She says with a mock tremble in her voice.
<</narration>>
<<speech 3>>
I am not a fool. I have no reason to cross you. Enough dithering. Let us depart.
<</speech>>
<<narration>>
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 the 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 and into the day-lands, but
sleep never overtakes you. How odd.<br/>
Titania talks incessantly as you walk with her through the 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 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 through your mind, driving you mad with anticipation.<br/>
Eventually, the rhythm of your 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>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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 backward with a chortle of glee.
<</narration>>
<<speech 1>>
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 1>>
My Lady, might I extend my compliments 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 3>>
Why are you here, Meddler? Are you here to mock me?
<</speech>>
<<speech 1>>
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 3>>
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 1>>
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>>
<<narration>>
When you look as if you're going to answer, he holds up a paw.
<</narration>>
<<speech 1>>
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>>
<<narration>>
You roll your eyes at the fool. As usual, his answers are not answers at all. But perhaps you could pry more
information from him...
<</narration>>
<<prompt>>
How will you attempt to get information from the Fool?<br/>
[[Attempt to persuade the Fool|winter-court-fool-telling-more-3-persuade]]<br/>
[[Attempt to intimidate the Fool|winter-court-fool-telling-more-3-intimidate]]
<</prompt>><<player-speech>>
Oh now, fellow fool. Do not shy away from meddling, having meddled so carefully to now! I have learned what you want,
and I can give it to you.<br/>
You are BORED, are you not? You have said it several times - I am the most amusing thing to happen in a long while.
Well? You could just leave me to my own devices, and roll the dice on the outcome. But we both know that with a little
nudge the ending of this story could be truly great! Come now, nudge and meddle just a little more. Why stop now?
<</player-speech>>
<<narration>>
And as you speak, you know it to be true - the Fool would do anything for a good story...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Persuasion">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-fool-telling-more-3-persuade-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-fool-telling-more-3-persuade-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fool-telling-more-3-persuade-fail">>
<</if>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
Come now, Fool. You've meddled thus far for a good story. Why not meddle a little more, and let the final scene be
all you wish it to be?
<</player-speech>>
<<narration>>
You can see the Fool is swayed by your words. He has no witty retort, but instead looks at you keenly...<br/>
In time he recovers his wits, and says to you,
<</narration>>
<<speech 1>>
I can but bow to such an offer.
<</speech>>
<<narration>>
With a gesture, time stops once more, as it did so many long days ago on a mundane road in your world. Titania is
frozen in place, along with the wind, the sky, and every blade of grass. Only you and he move as normal.
<</narration>>
<<speech 1>>
What would you know, wise fool?
<</speech>>
<<narration>>
He says.
<</narration>>
<<player-speech>>
Tell me what I can expect at the Sybaris Fete, and how I might turn it to my advantage.
<</player-speech>>
<<speech 1>>
Very well. I did not lie when I posed the question to you. It will fall to you to decide who shall be arbiter of all
beautiful things. But I will tell you this, there are options beyond the two opposites who have pulled and tugged at
you from the start. If your heart desires above all else to return home, one queen or another will hold the
Bounding Line. <br/>
But as with all things with the Fey, if you would pay a price, there is another way. And perhaps if you are nimble and
quick of thought, you may yet open doors as yet unseen.<br/>
But for all, remember: Whether you wish it or not, what you do will answer in this world who is the keeper of beautiful
things. Choose wisely and well!
<</speech>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if
the Summer Queen's face was bright and babblesome before, it now holds only a cool thoughtfulness.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see-3]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
Come now, Fool. You've meddled thus far for a good story. Why not meddle a little more, and let the final scene be all
you wish it to be?
<</player-speech>>
<<narration>>
You say.<br/>
The Fool is unswayed by your entreaty.
<</narration>>
<<speech 1>>
Oh I couldn't possibly! It would be like stealing the final canape at an evening party! There are rules even I must
follow. But I applaud your tenacity!
<</speech>>
<<narration>>
And he claps his paws at you patronizingly before disappearing with a cackle of unseemly glee...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if the
Summer Queen's face was bright and babblesome before, it now holds only a cool thoughtfulness.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see-3]]
<</narration>><<player-speech>>
Enough of your riddlings, you incorrigible boor! I am no longer your plaything! I have learned your weakness: you are
BORED. You manipulate and cajole the creatures of this realm to sate your bottomless desire that something-anything
should HAPPEN. And it is worse, for I know now that for all its glory, this realm's amusements for you are spent, for
otherwise what possible use could you have for following me, a mere mortal, on this strange wandersome journey.
<</player-speech>>
<<narration>>
And as you speak, you know it to be true - the Fool would do anything for a good story...
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Intimidation">>
<<set _dc = 18>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-fool-telling-more-3-intimidate-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-fool-telling-more-3-intimidate-success">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fool-telling-more-3-intimidate-fail">>
<</if>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
I have you now, Fool - I know how not to play your game. You have teased me mercilessly to winnow out of me every
twist and turn of amusement to this story, but I can take away the heart. I will douse your story in the cold hard
reality of the mundane.<br/>
Tell me what I wish to know, Fool, or I will go softly into that good night, cursing you with the worst profanity
your mind could imagine: a tale unfinished. I will release Titania, and make a hovel-home for myself here where we
stand, and I will grow old and die here, happy in the knowledge that I have stolen from you the first thing to move
you in the gods only know how long.<br/>
Tell me what I would know, or I will be a loose thread you cannot cut.
<</player-speech>>
<<narration>>
You can see the Fool is utterly shocked by your words. He is, for once, speechless.<br/>
In time he recovers his wits, and says to you,
<</narration>>
<<speech 1>>
I can but bow to such an undressing.
<</speech>>
<<narration>>
With a gesture, time stops once more, as it did so many long days ago on a mundane road in your world. Titania is
frozen in place, along with the wind, the sky, and every blade of grass. Only you and he move as normal.
<</narration>>
<<speech 1>>
What would you know, wise fool?
<</speech>>
<<narration>>
He says.
<</narration>>
<<player-speech>>
Tell me what I can expect at the Sybaris Fete, and how I might turn it to my advantage.
<</player-speech>>
<<speech 1>>
Very well. I did not lie when I posed the question to you. It will fall to you to decide who shall be arbiter of all
beautiful things. But I will tell you this, there are options beyond the two opposites who have pulled and tugged at
you from the start. If your heart desires above all else to return home, one queen or another will hold the
Bounding Line. <br/>
But as with all things with the Fey, if you would pay a price, there is another way. And perhaps if you are nimble and
quick of thought, you may yet open doors as yet unseen.<br/>
But for all, remember: Whether you wish it or not, what you do will answer in this world who is the keeper of beautiful
things. Choose wisely and well!
<</speech>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if the
Summer Queen's face was bright and babblesome before, it now holds only a cool thoughtfulness.<br/>
You turn back to your journey, with your thoughts a-whirr again.<br/>
[[Continue...|winter-court-for-second-time-crest-hill-see-3]]
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<player-speech>>
I have you now, Fool - I know how not to play your game. You have teased me mercilessly to winnow out of me every
twist and turn of amusement to this story, but I can take away the heart. I will douse your story in the cold hard
reality of the mundane.<br/>
Tell me what I wish to know, Fool, or I will release Titania, and throw away the Bounding Line! I will probably die,
and you will never get your ending!
<</player-speech>>
<<narration>>
The Fool tilts his head in amusement.
<</narration>>
<<speech 1>>
And your nose will never forgive you for having cut it off to spite your face. You do not understand me at all!
<</speech>>
<<narration>>
And with a cackle of unseemly glee, he is gone again...<br/>
You turn to Titania, once again unfrozen, thinking for a moment that she might have some comment of her own. But if
the Summer Queen's face was bright and babblesome before, it now holds only a cool thoughtfulness.<br/>
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 heavy in the air,
burdened by countless Fey creatures who have formed a perfectly straight procession leading into the Fete. And at its
head, the massive form of Bacchus watches your approach.<br/>
He booms in his slow, rolling tone,
<</narration>>
<<speech 2>>
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 world'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 that 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 amphitheater for the scene you are to
play out with the Fey Queens.<br/>
[[Continue...|winter-court-advance-down-slope-mighty-amphitheatre-mount-3]]
<</narration>><<image-medium "FinalConfrontation_WinterStanding.png" "Mother Morana standing on the central dais of the amphitheatre in her horned crown and fur-trimmed robes, staff raised, with Bacchus reclining at the side and the Fool watching from the front row." "center">>
<<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 in the front row, looking up at you 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 all those assembled, then raises his great hands. Silence falls rapidly.<br/>
He booms,
<</narration>>
<<speech 2>>
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 4>>
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>>
Titania responds before you can,
<</narration>>
<<speech 3>>
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 4>>
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 4>>
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 "winter">>
[[Give Morana the Bounding Line|winter-court-give-morana-bounding-line-3]] -or-<br/>
[[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 "summer">>
[[Give Titania the Bounding Line|winter-court-give-titania-bounding-line-2]] -or-<br/>
[[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/>
<<else>>
[[Give Morana the Bounding Line|winter-court-give-morana-bounding-line-3]] -or-<br/>
[[Give Titania the Bounding Line|winter-court-give-titania-bounding-line-2]] -or-<br/>
<</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 its 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 3>>
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 3>>
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 2>>
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...|feybound-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 should continue, and that 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 its 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 toward 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 4>>
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 forward 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, sending 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 3>>
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 spill 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 2>>
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...|feybound-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 Titania. 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 one 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 that they
are blind to all others. The just way forward is for them to 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 "feybound-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 2>>
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 "winter">>
[[Give Morana the Bounding Line|winter-court-give-morana-bounding-line-3]] -or-<br/>
[[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 "summer">>
[[Give Titania the Bounding Line|winter-court-give-titania-bounding-line-2]] -or-<br/>
[[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]]
<<else>>
[[Give Morana the Bounding Line|winter-court-give-morana-bounding-line-3]] -or-<br/>
[[Give Titania the Bounding Line|winter-court-give-titania-bounding-line-2]] -or-<br/>
[[Keep the bounding line successfully for yourself|feybound-keep-bounding-line-self]]
<</if>>
<</prompt>><<narration>>
Titania's eyes narrow dangerously.
<</narration>>
<<speech 3>>
You lie, mortal. And if you would lie about Vespera, it means you have had audience with.
<</speech>>>>
<<narration>>
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 gently guides you on
a stroll around the mighty flower's face.
<</narration>>
<<speech 3>>
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>>
<<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 lie and remain loyal to Morana?<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 and hard 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 $pc.feyCourt is "winter">>
<<include "winter-court-failure-bound-winter">>
<<else>>
<<if _totalResult gte _dc>>
<<include "winter-court-i-know-enough-lady-titania-i">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-i-know-enough-lady-titania-i-2">>
<</if>>
<</if>><<player-speech>>
I know enough, Lady Titania. I know the Bounding Line gives me leverage, so I am seeking an ally. I brought Vespera to
you as a gift of goodwill - a gift for the Queen of Summer.<br/>
And now it is your turn to give a gift of goodwill in turn. I wish to return home. Do you have the means to do it?
<</player-speech>>
<<narration>>
<<link "Continue..." "winter-court-i-wish-return-home-reply-within">>
<<run Ember.updateCourtFavor($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 3>>
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>>
<<speech 3>>
Did she make you say some flowery words about peace 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 an oath is VERY important to her - 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 3>>
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 for 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 3>>
Oh, how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then!
<</speech>>
<<joint-speech>>
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.
<</joint-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 3>>
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'll return you to your home.
<</speech>>
<<narration>>
[[Continue...|winter-court-i-have-little-scheme-i-ll]]
<</narration>><<speech 3>>
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 3>>
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>>
<<speech 3>>
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 dons a reproving look.
<</narration>>
<<speech 3>>
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!
<</speech>>
<<narration>>
She pauses, but you do not relent.<br/>
Eventually, she breaks the silence.
<</narration>>
<<speech 3>>
Fine, then. Whether we are friends or not, what I want and what you want lie along 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 3>>
Well, here then. I'll be the bigger queen, and maybe you'll see that I'm a very trustworthy 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 3>>
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 3>>
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 comes to choose between us, you remember how beautiful the Heart of Winter is, and how pretty and kind
I am!
<</speech>>
<<narration>>
She laughs a silvery laugh.
<</narration>>
<<speech 3>>
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>>
Titania's eyes narrow in anger, and your words trail off. You don't know what you 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 as you speak your intentions, your tongue freezes, and your head seems to split open with a 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 brought 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 yours 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>>
Your voice warbles as you lie, and your words fumble. Titania's eyes narrow, then widen 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 - $pc.courtFavor.summer>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-you-bristle-immediately-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-add-one-summer-score-2">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-she-laughs-pats-arm-lovely-speech">>
<</if>><<narration>>
You feel through the arm Titania holds that she stiffens momentarily before recovering. She laughs and pats your arm.
<</narration>>
<<speech 3>>
A lovely speech! Very threatening. But we are to be friends, remember? I will help you, and you will help me, and we
will grow a beautiful friendship!<br/>
Tell me, what do you want more than anything in the whole wide world? Tell me, and I will give it to you!
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-i-wish-return-home-reply-within">>
<<run Ember.updateCourtFavor($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, sensing the fear in you.
<</narration>>
<<speech 3>>
You are as skittish as a little rabbit, but you're no fool. This world is a dangerous place for rabbits. Doubly so
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 gives a patronizing laugh.
<</narration>>
<<speech 3>>
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($pc, "summer", -5)>>
<</link>>
<</narration>><<if Ember.hasVisitedAny($pc, Ember.VesperaScenes, passage())>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">><<else>><<image-medium "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "center">><</if>>
<<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 3>>
You are so very blunt.
<</speech>>
<<narration>>
She flicks her wrist and continues,
<</narration>>
<<speech 3>>
Very well. If you wish to hit things to prove yourself, why don't you have a try at 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>>
From nearby, you see your nemesis approach.
<</narration>>
<<speech>>
Yes, My Queen?
<</speech>>
<<speech 3>>
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?
<</speech>>
<<speech>>
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 = "feybound-generic-you-died-message">>
<<set $combat = null>>
<<include "Combat">><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<run Ember.setVesperaDead($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 3>>
Dear Vespera, you do not understand me at all, do you? 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>>
By the time she has finished speaking, Vespera's form has disintegrated and been dissipated by the summer breeze.
<</narration>>
<<speech 3>>
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 3>>
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 3>>
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 here in the Feywild as well, 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, $pc.name! Would you like that? I
would like it very much!
<</speech>>
<<prompt>>
How will you respond to Titania?<br/>
[[Swear an oath with Titania|winter-court-swear-oath-to-titania]] -or-<br/>
[[Refuse to swear an oath|winter-court-refuse-to-swear-oath-titania]]
<</prompt>><<player-speech>>
I have walked many paths and seen countless sights, but the Heart of Summer surpasses all!
<</player-speech>>
<<narration>>
Titania giggles.
<</narration>>
<<speech 3>>
Oh, you do know how to make a girl feel special! Yes, my Heart of Summer is glorious indeed! Did you know that every
one of my beautiful friends here is an artist? Every single one makes something beautiful every day! And when we are not
creating, we enjoy the beautiful things around us! Is this not the most wonderful life imaginable?<br/>
One day The Sleeping One will return, and I will show her everything we have created. She will love it so very
much! Perhaps, if you are lucky, you could be here too!<br/>
But I have another question for you about your travels.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-tell-me-i-used-have-dear">>
<<run Ember.updateCourtFavor($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 3>>
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 3>>
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($pc, -Ember.rollD4())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<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 is 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 along
precarious ledges between steep spires that separate vibrant calderas. Iridescent 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 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($pc) gte 4>>
<<goto "winter-court-by-some-combination-sharp-eyes-sheer">>
<<else>>
<<goto "winter-court-try-might-can-find-no-sign">>
<</if>><<if Ember.hasVisitedAny($pc, Ember.VesperaScenes, passage())>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">><<else>><<image-medium "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "center">><</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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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 and binding Vespera tightly until she can
move no more.<br/>
She turns her face toward you, and though she has no eyes that you can see, you can sense the vitriol emanating from her in
waves. Looking down at her, you find that a well of anger that has long bubbled beneath the surface now threatens to boil over: anger
at the helplessness you've felt since coming here. Anger at being treated as a pawn in others' schemes. For the
first time, you have some modicum of control over your circumstances, and the fear that 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>>
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, 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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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 overflow in every corner. You are overwhelmed and dazzled by it.<br/>
When you have taken in 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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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, or simply 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 that curiosity and playfulness
are themselves disarming weapons.<br/>
You nearly forget, amid 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. Interesting.<br/>
[[Continue...|winter-court-worry-traverse-tangled-way-will-become-2]]
<</narration>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
You worry as you traverse your tangled way that you will become lost, and before long, you 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 a 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 intentions here, so you think
about your desire for an audience with the Lady. 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>><<image-medium "HeartOfSpring.png" "Titania on a pink flower throne in a sunlit garden, holding a blossom-topped staff." "center">>
<<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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, while bizarre insectoids hover and flit on and above you constantly.<br/>
At the center of the massive bloom, a throne of sorts is woven from the great flower's style and filaments. 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 but constantly, not from
restlessness, but with a constant vitality.<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 3>>
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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
A seat of delicate petal and stem weaves itself out of the flower beneath you, soft as down when you sit on it.
<</narration>>
<<speech 3>>
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 remains still, though her smoky tendrils roil with what you are sure is fear.
<</narration>>
<<speech 3>>
Yes, a gift you are, Winter sapling! How we have missed you!
<</speech>>
<<narration>>
You cannot tell if her saccharine comments are heartfelt or a cover for malice.
<</narration>>
<<speech 3>>
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 3>>
Though not in the manner you would hope, I see!
<</speech>>
<<narration>>
Titania laughs a high, simpering laugh.
<</narration>>
<<speech 3>>
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 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 3>>
My, my! A sad and sorry tale of tears is yours! Is your delightful captor then an agent of the
endarkened little mother?
<</speech>>
<<player-speech>>
I will speak for my own allegiance.
<</player-speech>>
<<narration>>
You interrupt.<br/>
Vespera turns her featureless face toward 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 3>>
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 3>>
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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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 3>>
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 3>>
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 golden 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. 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 3>>
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 3>>
You will have to forgive my manners. I don't even know your name, mortal!
<</speech>>
<<player-speech>>
I am $pc.name.
<</player-speech>>
<<speech 3>>
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 little Vespera up with.
<</speech>>
<<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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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 3>>
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 3>>
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 3>>
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 echoes out from this
dungeon of rot before it closes, and the illusion of growth is restored. You school your features to impassivity
quickly, to conceal 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 3>>
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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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>>
And with that, you draw the golden thread back, and it springs away from Vespera into your hand.<br/>
Titania giggles.
<</narration>>
<<speech 3>>
A gift with no strings! Delightful!
<</speech>>
<<narration>>
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 3>>
Loyalty is a Winter-minded thought, misty-miss. We're far less bound by such silliness in the Summer sun.
<</speech>>
<<narration>>
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 echoes out from this dungeon of rot before it closes, and the illusion of growth is restored. You school
your features to impassivity quickly, to conceal your horror. Titania doesn't seem to have noticed.<br/>
She turns, takes your arm in hers, and begins to stroll aimlessly.
<</narration>>
<<speech 3>>
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($pc, "summer", 1)>>
<</link>>
<</narration>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
You make every effort to silence your steps, but the slightest shifting of stone or stick causes Sister Vespera to turn
suddenly and flee, trailing runnels of black smoke in her wake. Before you can even think to respond, she
is gone. <br/>
You attempt pursuit, but she is quicker than you, and before long, she has disappeared into the distance. You make
camp where you are and contemplate this latest failure. Vespera will, no doubt, escape to the safety of the Summer
Court and warn Titania of your coming. Your quest to return home has just become much more difficult.<br/>
| <<link "Continue..." "winter-court-bound-morana-know-about-bounding-line">>
<<run Ember.updateCourtFavor($pc, "summer", -2)>>
<<run Ember.setVesperaDead($pc, false)>>
<</link>>
<</narration>><<narration>>
Try as you might, you can find no sign of your slippery prey. The wind whistles and moans but gives you no hints.
The rocks and mosses are silent about her passage. The mountaintops are cold and indifferent to your plight.<br/>
You settle down to a miserable sleep after an exhausting day's search. Sister Vespera has, no doubt, escaped to
the safety of the Summer Court and warned Titania of your coming. Your quest to return home has just become much more
difficult.<br/>
<<link "Continue..." "winter-court-bound-morana-know-about-bounding-line">>
<<run Ember.updateCourtFavor($pc, "summer", -2)>>
<<run Ember.setVesperaDead($pc, false)>>
<</link>>
<</narration>><<if Ember.hasVisitedAny($pc, Ember.VesperaScenes, passage())>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">><<else>><<image-medium "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "center">><</if>>
<<narration>>
You continue dawnward, Vespera at your side, and before long, you crest a hillside and see a city stretched out
before you.<br/>
You are certain it is a city, but it is unlike any city you have ever 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 overflow in every corner. You are overwhelmed and dazzled by it.<br/>
When you have taken in the scene and your awe has dissipated 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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
You expect some measure of resistance or challenge as you approach, but none 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, touching,
sniffing, sometimes licking, or simply 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 that 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>><<image-medium "HeartOfSpring.png" "Titania on a pink flower throne in a sunlit garden, holding a blossom-topped staff." "center">>
<<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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, while bizarre insectoids hover and flit on and above you
constantly. <br/>
At the center of the massive bloom, a throne of sorts is woven from the great flower's style and filaments. 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 but constantly, not from
restlessness, but with a constant vitality.<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 3>>
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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
A seat of delicate petal and stem weaves itself out of the flower beneath you, soft as down when you sit upon it.
<</narration>>
<<speech 3>>
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 remains still, but whose smoky tendrils roil with what you are sure is fear.
<</narration>>
<<speech 3>>
Yes, a gift you are, Winter daughter! How we have missed you!
<</speech>>
<<narration>>
You cannot tell if her saccharine comments are heartfelt or conceal some malice.
<</narration>>
<<speech 3>>
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 3>>
Though not in the manner you would hope, I see!
<</speech>>
<<narration>>
Titania laughs a high, simpering laugh.
<</narration>>
<<speech 3>>
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 3>>
My, my! A sad and sorry tale of tears is yours! Are they then an agent of the endarkened little mother?
<</speech>>
<<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 3>>
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 3>>
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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
Vespera splutters in outrage, but Titania ignores her, watching your face closely.
<</narration>>
<<speech 3>>
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 3>>
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?
<</speech>>
<<speech>>
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 3>>
You have such a winsome way about you, little Winter daughter! The simple answer is that 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>>
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 3>>
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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
Vespera splutters in outrage, but Titania ignores her, watching your face closely.
<</narration>>
<<speech 3>>
Well, mortal? What do you think I should do with this smoky little traitor?
<</speech>>
<<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 whispering 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 3>>
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 echoes out from this
dungeon of rot before it closes, and the illusion of growth is restored. You school your features to impassivity
quickly, covering 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 3>>
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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
Vespera splutters in outrage, but Titania ignores her, watching your face closely.
<</narration>>
<<speech 3>>
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 3>>
A gift with no strings! Delightful!
<</speech>>
<<narration>>
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 3>>
Loyalty is a Winter-minded thought, misty miss. We're far less bound by such silliness in the Summer sun.
<</speech>>
<<narration>>
With that, the petals instinctively shake Vespera off, 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 echoes out from this dungeon of rot before it closes, and the illusion of growth is restored. You school your
features to impassivity quickly, covering your horror. Titania doesn't seem to have noticed.<br/>
She turns, takes your arm in hers, and begins to stroll aimlessly.
<</narration>>
<<speech 3>>
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>><<if Ember.hasVisitedAny($pc, Ember.VesperaScenes, passage())>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">><<else>><<image-medium "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "center">><</if>>
<<narration>>
You flee as fast as you're able through the wilds of the Fey Realm, all thought of stealth abandoned. But even as
you run, lungs burning and breath ragged, the howls and cries grow closer, and your strength wanes.<br/>
You shout to Vespera, who flies ahead of you.
<</narration>>
<<player-speech>>
Stop! They are going to catch us! We need to turn and face them!
<</player-speech>>
<<narration>>
Vespera doesn't even turn as she calls back.
<</narration>>
<<speech>>
You don't understand, flea. I need not outrun the Hounds. I need only outrun you!
<</speech>>
<<narration>>
Your heart sinks. You see a flash of fast-moving grey-white running parallel to you through the iridescent grasses.
The Hounds of Winter are upon you!<br/>
You crest a rise and draw your <<print Ember.getItemNarrationName($pc.weapon)>>. 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 = "feybound-generic-you-died-message">>
<<set $combat = null>>
<<include "Combat">><<narration>>
The final hound falls dead at your feet, and you collapse for a moment, breathing hard. You are alive - somehow.<br/>
But Vespera has undoubtedly abandoned you and made her way to Titania. Your path to an audience with Titania, and
therefore your way home, just got a lot more complicated.<br/>
<<link "Continue..." "winter-court-bound-morana-know-about-bounding-line">>
<<run Ember.updateCourtFavor($pc, "summer", -2)>>
<<run Ember.setVesperaDead($pc, false)>>
<</link>>
<</narration>><<narration>>
You realize after only a little contemplation that you haven't the slightest clue which is edible and which isn't,
so you do what any brave adventurer does and leave it in the hands of fate.<br/>
This is a stupid thing to do, which is why adventurers die so often.<br/>
You select at random and eat. You have chosen poorly.<br/>
The remainder of the day and night is spent waiting for your innards to cease their attempts to escape. You were
unaware that you contained that much liquid, or that it could smell that putrid.<br/>
By morning, you are (mostly) done and continue on your way, considerably weakened and with a renewed conviction
that there's something to be said for not having adventures.
<</narration>>
<<prompt>>
You took damage for Explosive... well, you get the point.<br/>
<</prompt>>
<<narration>>
<<run Ember.adjustHp($pc, -Ember.rollD4())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<if Ember.hasVisitedLocation($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 bear fruit, and between them, there are four or five different kinds, each with a distinct
shape and smell. But which one 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($pc) gte 4>>
[[Continue...|winter-court-bound-morana-know-about-bounding-line-3]]
<<else>>
[[Continue...|winter-court-flee-fast-re-able-through-wilds]]
<</if>>
<</if>>
<</narration>><<narration>>
You run your hand over numerous leaves of different kinds. The scent of each is different, and all are intoxicating!
But which is poison, and which is nourishment?
<</narration>>
<<set _diceRollCheck_header = "Make a Nature (Wisdom) skill check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 8 - Ember.getSurvivalScore($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($pc, Ember.rollD6())>>
<<run UI.update()>>
<<include "winter-court-examine-the-berries-success-3">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-examine-the-berries-failure">>
<</if>><<narration>>
You've been here long enough and seen enough to make some tenuous connections. You seem to remember those leaves
being used as a garnish at some stall you saw in passing at the Sybaris Fete, so many ages ago.<br/>
You've eaten stranger foods before with even less evidence to go on, so you dive in.<br/>
And your bravery is rewarded! The leaves you've chosen are surprisingly fresh and hearty! You eat your fill and
take as much as you can comfortably carry for the journey ahead!<br/>
<<if Ember.hasVisitedLocation($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 among hillocks, looking for the normal tracking marks on the ground that might 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 made.<br/>
You are finally forced to camp, bitten and tortured to distraction by swarming midges. You find little sleep,
and only after a long search are you able to pick up fleeting indications of another's passage through this land.<br/>
Discouraged by the lost time, you set out once again.<br/>
[[Continue...|winter-court-time-swamp-gives-way-thankfully-verdant]]
<</narration>><<if Ember.hasVisitedAny($pc, Ember.VesperaScenes, passage())>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">><<else>><<image-medium "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "center">><</if>>
<<narration>>
Vespera emerges from the shadows of the twilit Autumnal forest in time and gives you a contemptuous look.
<</narration>>
<<speech>>
Covering yourself in mud was your clever plan to evade pursuit?
<</speech>>
<<player-speech>>
I heard it in a story about Predators once! Besides, it worked, didn't it?
<</player-speech>>
<<narration>>
She stares at you incredulously for a moment before shaking her head and turning back to the path. You smirk behind
her back.<br/>
<<link "Continue..." "winter-court-by-by-vespera-slacken-pace-certain">>
<<run Ember.adjustSurvivalScore($pc, 1)>>
<</link>>
<</narration>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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 Feywild.<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 escape are insufficient! The three Shambles converge on you, and thousands of cilia extend grotesquely
from their toadstool caps to caress you. You feel life being 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($pc) gte 2>>
[[Continue...|winter-court-flee-fast-re-able-through-wilds]]
<<else>>
[[Continue...|winter-court-vespera-emerges-from-shadows-twilit-autumnal-2]]
<</if>>
<</if>><<if Ember.hasVisitedAny($pc, Ember.VesperaScenes, passage())>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">><<else>><<image-medium "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "center">><</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/>
Vespera 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($pc)>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-throw-stick-run-away-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-stick-disappears-into-distance-before-making">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fail-either-way">>
<</if>><<narration>>
The stick disappears into the distance before making a loud commotion quite far away! The nearby forest explodes as
three large figures reel out of the woods toward the sound. They look like nothing so much as great, top-heavy
toadstools, with multiple stalks for legs that constantly move to catch their caps as they fall erratically forward.
It is comical - or it would be, if you weren't in a strange forest where most things are probably dangerous.
<</narration>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Stealth">>
<<set _dc = 10 - Ember.getSurvivalScore($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($pc, 1)>>
<<run UI.update()>>
<<include "winter-court-make-way-very-carefully-quietly-opposite">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-fail-either-way">>
<</if>><<narration>>
You make your way very carefully and quietly in the opposite direction from where you threw the stick. Once you can no
longer hear them shifting in the woods behind you, you quicken your pace and are troubled no more.<br/>
<<if Ember.hasVisitedLocation($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>><<if Ember.hasVisitedAny($pc, Ember.VesperaScenes, passage())>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">><<else>><<image-medium "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "center">><</if>>
<<narration>>
Vespera emerges from the shadows of the twilit autumnal forest in time and gives you a contemptuous look
<</narration>>
<<speech>>
Throwing a stick was your clever plan to evade pursuit? Did it occur to you that you may have attracted the attention
of others besides the Shambles?
<</speech>>
<<player-speech>>
It worked, didn't it? We're still ahead!
<</player-speech>>
<<narration>>
She stares at you incredulously for a moment before shaking her head and turning back to the path. You smirk behind her back.<br/>
<<link "Continue..." "winter-court-by-by-vespera-slacken-pace-certain">>
<<run Ember.adjustSurvivalScore($pc, 1)>>
<</link>>
<</narration>><<narration>>
You waste a precious day fumbling about, following paths that lead nowhere among trees petrified at the moment of their
perfect youth. It is only after stumbling upon an oafish but kind Yeti that you get a hint of which direction to go.
He listens and nods at your description, then 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 move.<br/>
Mother Morana's command was to return to her once you had identified the traitor. This is undoubtedly the safer
option when 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>><<if Ember.hasVisitedAny($pc, Ember.VesperaScenes, passage())>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">><<else>><<image-medium "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "center">><</if>>
<<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>>
<<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 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 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>>
<<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>>
You feel the head-splitting pain of cold, like ice pressed to your palate 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>>
Her eyes flick downwards to your foot for the briefest instant.
<</narration>>
<<prompt>>
How will you respond to Vespera?<br/>
[[Can Lady Titania send me home?|winter-court-can-lady-titania-send-me-home]] -or-<br/>
<<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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<speech>>
I neither know nor care. The option I give you is that you come with me, or you die. Choose!
<</speech>>
<<prompt>>
How will you respond to Vespera?<br/>
<<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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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 beneath you, and you
feel your head strike 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 by a heavy shove from a blunt object against your chest. You open your eyes to see
Morana standing over you, accompanied by several winter-warden attendants. She looks down at you, white with fury.
<</narration>>
<<speech 4>>
My daughter has betrayed me and fled, mortal. You knew it, and you went to her instead of me. You are 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 4>>
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 dawnlight.<br/>
<<link "Continue..." "winter-court-race-from-winter-court-out-from">>
<<run Ember.updateCourtFavor($pc, "winter", -3)>>
<</link>>
<</narration>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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 wish to
go, and you can choose the time and manner in 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 have 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>>
Quickly and quietly you and the traitorous daughter leave the Heart of Winter and head towards the faint
dawnlight.<br/>
<<link "Continue..." "winter-court-set-out-from-heart-winter-into">>
<<run Ember.updateCourtFavor($pc, "winter", -2)>>
<</link>>
<</narration>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<run Ember.longRest($pc)>>
<<run UI.update()>>
<<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 can. You are certain it will not be long before you are followed...<br/>
Even as you do, you feel the cold heavy air invade 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. You have
felt this before. And last time, something about you changed drastically. You don't have time for this! But you cannot
stop it...
<</narration>>
<<set _nextPassage = "winter-court-set-out-from-heart-winter-into-wild-magic">>
<<include "WildMagic">><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
You shake your head as the hazy burning blur of the magical effect sets into your bones.<br/>
You are once again left disoriented and confused, but strangely rejuvenated.<br/>
You shake your head and set your face towards the wilds of the Feywinter...<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 discernible path. You are at the utter end of the midnight sky, in the coldest reaches
of the Feywild, where the full moon does not shine and the shadows are pitch black.<br/>
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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
You continue to flee as quickly as you can through the dappled darkness of the forest, with Vespera becoming increasingly difficult to
follow. You are certain you will lose her before long, but something catches your eye as you race
after her.<br/>
Flora still exists, even this far nightward and winterward in the Fey Realm. They are utterly unlike the ordinary trees and shrubs of your world, frozen in perfect pictures of beauty - the highest form of each, cast in icy rigor. It is, admittedly, beautiful.<br/>
Along one path that threads through these petrified woods, you notice that the edges of leaves and branches have
subtle trails of black smoke clinging to them, curling away and dissipating into the cold air. It must be from the
passing of Vespera - a distinctive mark of the blackened smoke that surrounds her.<br/>
You stop attempting to follow Vespera's blackened, smoky figure and instead begin following her subtle trail of smoke across the 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>>
<<speech>>
Not for long. Even now, the traces will have dissipated. If you left no trail, the Hounds of Winter might have been
thrown off our trail.
<</speech>>
<<narration>>
[[Continue...|winter-court-follow-vespera-direction-dawn-summer-for]]
<</narration>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<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, their bending boughs reaching toward the ground as though tired, sometimes shaking without wind as if to rid themselves of the autumnal leaves clinging to
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 across the forest floor in various states of decay. Some are hollow, forming
highways down which you can walk. Others make mountainous obstacles that you are forced to circumnavigate 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 being 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>>
<<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/>
As you continue to walk, betraying nothing of your suspicions, you try to think through your panic about 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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
You continue to flee as quickly as you can through the dappled darkness of the forest, with Vespera becoming increasingly difficult to
follow. You manage to keep pace, but you are forced to trade speed for stealth and leave a trail so easy to
follow that 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 being pursued?
<</speech>>
<<narration>>
You are too tired to respond and merely stand gasping, your hands on your knees.
<</narration>>
<<speech>>
We cannot stop now, thanks to your bungling. We will have to continue for 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>><<image-small "Vespara.png" "A tall veiled figure of flowing black smoke, arms spread wide." "right">>
<<narration>>
You pretend to recover from the head-splitting pain you just survived, but surreptitiously slip your hand into your
pocket. You feel the Bounding Line inside and grasp it between your thumb and forefinger.<br/>
With one explosive motion, you leap toward Vespera and attempt to 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 iridescent 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 you drag her through the court. You find Morana there, standing on a raised dais in the
midst of her subjects.<br/>
Her voice is gentle, but the edge behind it is raw.
<</narration>>
<<speech 4>>
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 4>>
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 around Vespera is sucked into a vortex centered on her palm. Vespera screams in despair. Her scream 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 4>>
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>><<run Ember.longRest($pc)>>
<<run UI.update()>>
<<narration>>
You set out from the Heart of Winter with Morana's blessing and into the wilds of the Fey once more.<br/>
Even as you do, you feel the cold heavy air invade your lungs, and your head begins to whirl. An uncanny tingle
travels outward from your lungs, into your blood and brain, and down to the tips of your fingers and toes. You have
felt this before. And last time, something about you changed drastically....
<</narration>>
<<set _nextPassage = "winter-court-set-out-from-heart-winter-with-wild-magic">>
<<include "WildMagic">><<narration>>
You shake your head as the hazy burning blur of the magical effect sets into your bones.<br/>
You are once again left disoriented and confused, but strangely rejuvenated.<br/>
You shake your head and set your face towards the wilds of the Feywinter...<br/>
You begin your journey in the same direction from which you approached, doing your best to follow the landmarks you
noticed as you followed the Winter Wardens here before. This is far more difficult than you anticipated. You are at
the utter end of the midnight sky, in the coldest reaches of the Feywild, where the full moon does not shine, and
the shadows are pitch black.<br/>
The path you thought you were following is beginning to dissipate, along with your confidence...
<</narration>>
<<set _diceRollCheck_header = "Make a Survival (Wisdom) check">>
<<set _targetStat = "Wisdom">>
<<set _dc = 13>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-set-out-from-heart-winter-with-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<run Ember.adjustSurvivalScore($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 exists, even this far nightward and winterward in the Fey Realm. They are utterly unlike the ordinary trees and shrubs of your world, frozen in perfect pictures of beauty - the highest form of each,
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 path forward and make your way out of the wintry 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 among trees petrified at the moment of their
perfect youth. It is only after stumbling upon an oafish but kind Yeti that you get a hint of which direction to go.
He listens and nods sympathetically, then indicates that he knows the direction you should take. But before you go, he
invites you to share a meal with him. You can hardly say no, given that 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>>
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>>
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>>
She reaches into thin air and draws 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, in my turn, will 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>>
/* morana-definitely-not-revealing-full-extent-2 starts Day 17 for the withhold-assent route, but this
route already started Day 17 at i-am-gladdened-my-heart-child-2 — don't count it twice. */
<<set $pc.skipNextDayTick to true>>
<<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-take-staff-recite-after-her">>
<<elseif _totalResult lt _dc>>
<<goto "winter-court-take-staff-recite-after-her-2">>
<</if>><<narration>>
You take the staff and recite after her.
<</narration>>
<<joint-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.
<</joint-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around itself 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 4>>
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 $moranaThinksYouKnow>>
[[Continue...|winter-court-i-am-gladdened-my-heart-child]]
<<else>>
[[Continue...|winter-court-i-am-gladdened-my-heart-child-2]]
<</if>>
<</narration>><<narration>>
You take the staff and recite after her:
<</narration>>
<<joint-speech>>
By this pact we hold all Winter's trove<br/>
Our lives and wills to this, our given oath<br/>
That while our waking eyes behold this world<br/>
Betwixt us always peace, this be our troth.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around itself and the hands that hold it. But no
sooner is the oath complete than the silvery thread disappears in a shimmering mist.<br/>
Mother Morana gives you a questioning look, a hint of frustration at its edges.
<</narration>>
<<speech 4>>
Mortals are such odd creatures. Why do you refuse the offered oath with your heart, while your mouth speaks the words?
Would you not be my child? This I cannot understand.
<</speech>>
<<run Ember.setCourtFavor($pc, "winter", -1)>>
<<if Ember.isWearingPendant($pc)>>
[[Continue...|winter-court-no-matter-she-continues-i-have]]
<<else>>
[[Continue...|winter-court-make-insight-check-on-mother-morana]]
<</if>><<speech 4>>
It is no matter. I have other means of bending you to my will.
<</speech>>
<<narration>>
She grasps a pendant held on a chain at her neck.<br/>
For a moment, you think nothing has happened. Then, suddenly, the beautiful violet-blue pendant with which the Winter
Wardens bound you tightens around your wrist with frightening power and burns with a harsh cold.<br/>
Morana's once steady, kind eyes grow cold and stony as ancient ice.
<</narration>>
<<speech 4>>
Oaths are not the only things in the Fey Realm that bind, mortal. And the one who would refuse to be my child will
just as readily serve as a slave.
<</speech>>
<<narration>>
You cry out in pain, but the chain tightens implacably until you are writhing on the ground.
<</narration>>
<<speech 4>>
You will swear to peace with the Court of Winter, or you will lose your hand, and then your life. Do you understand?
<</speech>>
<<narration>>
You Nod.
<</narration>>
<div id="winter-court-no-matter-she-continues-i-have-fadein"></div>
<<timed 2s>>
<<replace "#winter-court-no-matter-she-continues-i-have-fadein" transition>>
<<include "winter-court-no-matter-she-continues-i-have-fadein-2">>
<</replace>>
<</timed>><<speech 4>>
Follow my words, mortal. I will not ask again.
<</speech>>
<<narration>>
She recites the oath again, watching you with fierce eyes as you repeat her words.<br/>
When the oath is complete, she nods in cold satisfaction.
<</narration>>
<<speech 4>>
We are Feybound now, mortal. I to you, and you to me. Heed that well.
<</speech>>
<<narration>>
Eternal moments later, the chain loosens and the pain abates. Your hand is white and numb.
<</narration>>
<<speech 4>>
Do not lie to me again.
<</speech>>
<<narration>>
You nod.
<</narration>>
<<run Ember.setFeyCourt($pc, "winter")>>
/* Only reached while wearing the pendant (see take-staff-recite-after-her-*), so a player Morana thinks knows the
Bounding Line always ends up compelled here — the editor dropped the unbound outcome for this scene. */
<<if $moranaThinksYouKnow>>
[[Continue...|winter-court-having-extracted-promise-she-desired-morana]]
<<else>>
[[Continue...|winter-court-after-few-moments-morana-masters-herself]]
<</if>><<speech 4>>
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 4>>
This is a formidable task. But a way exists - through this, 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 and hook him by your
own devices. <br/>
If you succeed, the Crimson Darling will act as an unerring 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 the frigid 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>>
<<speech 4>>
I have told you already: he is Dawnward in the deepest Winter. Follow the dawnlight 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>>
<<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 4>>
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 sudden 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 Dawnward, 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. 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, creatures who tempt lost and
desperate travelers further into the forest to their doom. 'Lantern Ghouls'. That was it.<br/>
Their purpose in the old stories was to lure you into the forest, but if a clever adventurer could confound 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. 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>>
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. To your delight, the forest
thins, and you see the sky become just a shade lighter. On the horizon, what was blackest night beneath the 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">><</link>>
<</narration>><<run Ember.longRest($pc)>>
<<run UI.update()>>
<<narration>>
Many long hours later, you have left all landmarks behind save for the slowly brightening horizon. The forest has
disappeared behind you, and the white mountain 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 trudge onward interminably, and feel the slow-encroaching pressure of cold heavy air invade your lungs. 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. You have felt this before. And last time, something about you changed drastically. You don't
have time for this! But you cannot stop it...
<</narration>>
<<set _nextPassage = "winter-court-many-long-hours-later-have-left-wild-magic">>
<<include "WildMagic">><<narration>>
You shake your head as the hazy burning blur of the magical effect sets into your bones.<br/>
You are once again left disoriented and confused, but strangely rejuvenated.<br/>
But while your body is made whole, your circumstances are as bleak as ever. You feel as if you can go no further,
for there is nowhere left to go.<br/>
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 idea how to turn
back 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 with 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 darkened dawn sky, that there are creatures high above,
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.getItemNarrationName($pc.weapon)>>
<<set _unvisitedLinksOptions to [
{ label: "Touch the ice", passage: "winter-court-run-hand-across-ice-s-definitely" },
{ label: "Jump on the ice", passage: "winter-court-make-experimental-jump-on-ice-feet" },
{ label: "Try to break the ice with your " + _weaponName, passage: "winter-court-draw-out-weapon-begin-assaulting-ice" },
{ label: "Throw yourself headfirst at the ice", passage: "winter-court-absurd-idea-but-so-place-perhaps" }
]>>
<<set _unvisitedLinksHeader to "What will you do next?">>
<<include "OmniUnvisitedLinks">><<narration>>
You run your hand across the ice. It's definitely ice. Cold. Hard.<br/>
Nothing else happens.<br/>
The biting cold wind cuts through your clothes.<br/>
<</narration>>
<<run Ember.adjustHp($pc, -Ember.rollD6())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<include "winter-court-things-to-try-on-the-ice">><<narration>>
You make an experimental jump on the ice. Your feet land with a stomping sound, but other than that, nothing happens.<br/>
You jump and stomp with increasing ferocity. The ice ignores your efforts. It's a little insulting, if you're honest.<br/>
The biting cold wind cuts through your clothes.
<<run Ember.adjustHp($pc, -Ember.rollD6())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<</narration>>
<<include "winter-court-things-to-try-on-the-ice">><<narration>>
<<if Ember.getWeaponStyle($pc.weapon) is "ranged">>You draw your <<print Ember.getItemNarrationName($pc.weapon)>> and pepper the ice with shot after shot! You
chip a few dents here and there,<<else>>You draw out your <<print Ember.getItemNarrationName($pc.weapon)>> and begin assaulting the ice with all your might! You
make a few dents here and there,<</if>> 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/>
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>><<image-medium "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "center">>
<<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>><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<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>>
<<player-speech>>
I'm. Uh. A human.
<</player-speech>>
<<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 who's 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>>
<<player-speech>>
Good. I will make three arguments, 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>>
<<player-speech>>
Then the battle of wits has begun.
<</player-speech>>
<<narration>>
[[Continue...|winter-court-ll-need-succeed-three-arguments-make]]
<</narration>><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<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?">>
/* All five tried without three wins: the Crimson Darling wins (editor's 19RHfail). */
<<set _unvisitedLinksAllVisitedPassage to "winter-court-arguing-with-a-fish-lost">>
<<include "OmniUnvisitedLinks">>
<</if>>[[Continue...|winter-court-haw-haw-totally-win]]<<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<speech>>
HAW HAW I TOTALLY WIN!!!<br/>
I SAID IT REALLY LOUDLY SO IT'S TOTALLY TRUE!!
<</speech>>
<<narration>>
the Crimson Darling shouts. And with a flick of his fishy tail he turns as if to dive into the depths of the seas from
which he came.<br/>
You lunge desperately after him into the waters from which you just emerged, but he is too quick for you, and disappears
upward into what was the sky.<br/>
You are back in the "real" Fey realm, and it is as bitterly cold as you remember. All energy that would have carried
you back is spent, and you lie down, feeling the creeping warmth overtake you. Your mind screams that this is the
onset of a frozen death, but you are past caring.<br/>
You reflect that it's probably better this way. You did just lose an argument to a Red Herring...<br/>
[[Continue...|feybound-generic-you-died-message]]
<</narration>><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<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>><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<narration>>
The fish's bug eyes protrude further, like his head is being inflated. There's 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">><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<narration>>
The Crimson Darling looks at you for a moment, as if a new thought is doing its 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">><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<player-speech>>
Alright, Red. 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">><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<player-speech>>
Well, Red, 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 under the water. 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?
<</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">><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<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>>
<<speech>>
OH YEAH! I'm definitely all of those fish!
<</speech>>
<<player-speech>>
Good. 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>>
<<player-speech>>
Ah, but then you cannot possibly be a fish if you are Harry, 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">><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<player-speech>>
Well listen close, Red. I will tell you about my Scottish Uncle Harry.
<</player-speech>>
<<narration>>
Red asks quickly,
<</narration>>
<<speech>>
What's Scottish mean?
<</speech>>
<<player-speech>>
Mostly drunk. Now let me tell the story.<br/>
Uncle Harry once walked into a bar.
<</player-speech>>
<<narration>>
Red interrupts again,
<</narration>>
<<speech>>
What's a bar?
<</speech>>
<<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 walked 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>>
<<player-speech>>
Would you SHUT UP, Red? 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???' Uncle Harry 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, set down his pint, and left the bar. And from that day forth he was called
Harold, and he was sober for the rest of his life.<br/>
So you see, Red, 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">><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<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 wisp 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 through 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. After a few anxious seconds, Harry dives back 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>><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<narration>>
The Crimson Darling streaks across the sky at an astonishing rate, guiding you unerringly toward 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/>
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 overflow in every corner. You are overwhelmed and dazzled by it.<br/>
When you have taken in 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>><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<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 are 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, following his lead, 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 stems to titanic,
partially putrefied 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 millennia. 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.getItemNarrationName($pc.weapon)>> 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 of rest, as the adrenaline wears off, you continue on your way.<br/>
[[Continue...|winter-court-by-careful-navigation-come-last-underside]]
<</narration>><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<narration>>
By careful navigation, you come at last to the underside of a mighty bloom, thousands of feet wide. You can see
lines on its massive stem, like veins running down into the great morass of rot beneath, evidently drawing
life from the death below.<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 the 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 upward, with only a thin magical golden 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>>/* Only on its own page; when included by the by-careful-navigation check, that page already shows Red */
<<if passage() is "winter-court-muscles-scream-protest-feel-cutting-chafe">>
<<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<</if>>
<<narration>>
Your muscles scream in protest, and you feel the cutting chafe of the Bounding Line against your hands, but eventually you are able to pull yourself up the hundred feet of golden thread and grasp the underside of one of the
colossal petals. You tug the petal down and manage to squirm and writhe your way to a safe place between its 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, 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>>
<<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>>
<<speech>>
Oh yeah, that's definitely what I was going to do anyways.
<</speech>>
<<narration>>
He says. Then, he twirls 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>><<image-medium "HeartOfSpring.png" "Titania on a pink flower throne in a sunlit garden, holding a blossom-topped staff." "center">>
<<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 the stench 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 to the edges of your
sight, opened 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, while bizarre insectoids hover and flit around and above you constantly.<br/>
At the center of the massive bloom, very nearly within arm's reach of your current hiding spot, a throne of sorts is
woven from the great flower's style and filaments. 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 branches and leaves 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/>
YYou 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 3>>
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 sidelong glance as you emerge warily..
<</narration>>
<<player-speech>>
How did you know I was here?
<</player-speech>>
<<narration>>
You demand,
<</narration>>
<<speech 3>>
I know everything that happens in the Heart of Summer, $pc.name. Yes, of course I know your name.
<</speech>>
<<narration>>
She giggles girlishly.
<</narration>>
<<speech 3>>
A little fairy friend at the Fete heard rumors of your name and travels and came back to whisper them in my
ear. Come! Sit! Sit!
<</speech>>
<<narration>>
A seat of delicate petals and stems weaves itself out of the flower beneath you, soft as down when you sit
on it.<br/>
Titania continues,
<</narration>>
<<speech 3>>
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 that I would be a poor judge of its beauty.
<</player-speech>>
<<narration>>
Titania replies,
<</narration>>
<<speech 3>>
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 3>>
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>>
<<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 and hard 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 of the Bounding Line. I know you desire it, and cannot merely take it from me, and that
gives me leverage. I am seeking an ally in this realm who can shield me from its caprices, and help me to achieve my purposes.
<</player-speech>>
<<narration>>
Titania asks,
<</narration>>
<<speech 3>>
And what purposes are those, little rabbit?
<</speech>>
<<player-speech>>
I wish to return home. Is that within your power?
<</player-speech>>
<<narration>>
<<link "Continue..." "winter-court-i-wish-return-home-reply-within-2">>
<<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 exaggerated sympathy on her face. There is a short silence before she replies,
<</narration>>
<<speech 3>>
I can send you home. It is difficult, but I AM the Summer Queen.
<</speech>>
<<narration>>
She titters again.
<</narration>>
<<speech 3>>
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 3>>
Did she make you say some flowery words about peace 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 3>>
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 for 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 3>>
Oh, how wonderful!
<</speech>>
<<narration>>
She holds out her glowing floral staff to you.
<</narration>>
<<speech 3>>
Hold this in your hand and repeat after me, then!
<</speech>>
<<joint-speech>>
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.
<</joint-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 3>>
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'll return you to your home.
<</speech>>
<<narration>>
[[Continue...|winter-court-i-have-little-scheme-i-ll-2]]
<</narration>><<speech 3>>
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 3>>
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>>
<<speech 3>>
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 3>>
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, 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,
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 3>>
So here's what we'll do, you and I. We're going to spoil Morana's little party, 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, 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 ever 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 an 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, if she's
going to be bound, she needs to look her best), 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 dons a reproving look.
<</narration>>
<<speech 3>>
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!
<</speech>>
<<narration>>
She pauses, but you do not relent.<br/>
Eventually, she breaks the silence.
<</narration>>
<<speech 3>>
Fine, then. Whether we are friends or not, what I want and what you want lie along 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 an oath is VERY important to her - 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>>
Titania's eyes narrow in anger, and your words trail off. You don't know what you 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 as you speak your intentions, your tongue freezes, and your head seems to split open with a 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 as long as 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>>
Your voice warbles as you lie, and your words fumble. Titania's eyes narrow, then widen 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($pc, "summer", 1)>>
<<include "winter-court-add-one-summer-score-4">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-she-laughs-pats-arm-lovely-speech-2">>
<</if>><<narration>>
You feel through the arm Titania holds that she stiffens momentarily before recovering. She laughs and pats your
arm.
<</narration>>
<<speech 3>>
A lovely speech! Very threatening. But we are to be friends, remember? I will help you, and you will help me, and
we will grow a beautiful friendship!<br/>
Tell me, what do you want more than anything in the whole wide world? Tell me, and I will give it to you!
<</speech>>
<<narration>>
[[I wish to return home.|winter-court-i-wish-return-home-reply-within-2]]
<</narration>><<narration>>
She laughs and pats your arm.
<</narration>>
<<speech>>
A lovely speech! Very threatening. But we are to be friends, remember? I will help you, and you will help me, and we
will grow a beautiful friendship!
<</speech>>
<<narration>>
She titters into her hand, sensing the fear in you.
<</narration>>
<<speech 3>>
You are as skittish as a little rabbit, but you're no fool. This world is a dangerous place for rabbits. Doubly so for
foolish ones.<br/>
It's alright, little rabbit, I'm your friend! What do you want more than anything in the whole wide world?
<</speech>>
<<narration>>
She says patronizingly<br/>
[[I wish to return home.|winter-court-i-wish-return-home-reply-within-2]]
<</narration>><<run Ember.updateCourtFavor($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 3>>
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 we are 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. 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($pc, "summer", -1)>>
<<player-speech>>
I have seen many things in my travels across the Feywilds. The Sybaris Fete was a wonder, and your Heart of Summer
truly has its glories. But to my humble eyes, the most glorious sight was Morana's Heart of Winter. Truly the
beauty she preserves there is the most glorious sight in all the Fey Realms.
<</player-speech>>
<<narration>>
Titania's eyes narrow dangerously.
<</narration>>
<<speech 3>>
So you love dear Mother Morana's little ice kingdom, do you? Well, it is to be expected I suppose. You are from a
different world and couldn't possibly know what real beauty is.
<</speech>>
<<narration>>
She is clearly irritated.<br/>
[[Continue...|winter-court-titania-rises-laces-her-arm-through]]
<</narration>><<narration>>
You are nearing the top of the line, exhaustion creeping into your muscles, when the Bounding Line slips from between
your hands. You grasp at it and flail frantically in the air, but you cannot regain your hold. You plunge toward the
murky mass of rot beneath you.
<</narration>>
<div id="winter-court-nearing-top-line-fadein"></div>
<<timed 2s>>
<<replace "#winter-court-nearing-top-line-fadein" transition>>
<<include "winter-court-nearing-top-line-fadein-2">>
<</replace>>
<</timed>><<run Ember.adjustHp($pc, -Ember.rollD12())>>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
As the surface rushes nightmarishly toward you, you close your eyes. But instead of a painful, cold, wet
impact, you feel a sudden, violent jerk that wrenches your left leg out of its socket!<br/>
You swing back and forth for a time, your head mere feet above the churning, squirming mass. Your leg is in agony.<br/>
After a time, the pendulum motion lessens, and your head clears. With agonizing slowness, you right yourself and
begin your second arduous ascent of the Bounding Line toward the great bloom above.<br/>
[[Continue...|winter-court-muscles-scream-protest-feel-cutting-chafe]]
<</narration>><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<run Ember.stabilizeAtOneHp($pc)>>
<<run UI.update()>>
<<narration>>
Your foe is too powerful for you, and you feel your bleeding, broken body being dragged away as your consciousness
slips into darkness.<br/>
An untold amount of 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 still 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 before limping away as quickly as possible. Can't do that too often... It's bad for your health.<br/>
[[Continue...|winter-court-by-careful-navigation-come-last-underside]]
<</narration>><<image-small "RedHerring.png" "The Red Herring, a bug-eyed red fish gaping as he bursts up through a hole in the ice." "right">>
<<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 six
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 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/>
It's around the time the creature approaches your face that you decide the jig is up, and with a great cry,
push the creature off and draw your <<print Ember.getItemNarrationName($pc.weapon)>>!<br/>
The creature flails backward, then hisses angrily and rears up on its hind end, revealing two long rows of moist,
black legs flailing in the air, along with an eyeless face bearing long antennae and short, angry pedipalps that thrash
menacingly!<br/>
You freeze in fear for a moment before recovering and setting your feet for combat.<br/>
<<link "Combat Initiated!" "winter-court-combat-initiated-summer-centipede">>
<<run Ember.setNextCombatEnemyAdvantage($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.getItemNarrationName($pc.weapon)>> free, but your hungry
adversary definitely has the upper hand... or leg.<br/>
<<link "Combat Initiated!" "winter-court-combat-initiated-summer-centipede">>
<<run Ember.setStartNextCombatWithAdvantage($pc)>>
<</link>>
<</narration>><<narration>>
Your stomach heaves and groans as you breathe in the fetid odor. It is in your nostrils, 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 think you feel the surface give way beneath you, as though it might let 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, who's writing this story, anyway? 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>>
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 of the moon shining down on
you. Frost clings to your clothes, hair, and face, burning every inch of your exposed skin.<br/>
Your clouded mind remembers 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 among the hollows of trees. On every side there are bones of creatures long dead
that stare back at you. You stare in horror and scramble out of the nest, fleeing for your life from the lair of the
Lantern Ghouls, 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>>
<</narration>><<speech>>
Ah, the Dawnward Sun. I know where to find the Dawnward Sun! Come, I will show you.
<</speech>>
<<narration>>
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>>
<<speech>>
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>>
<<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>>
<<speech>>
Ah, the Dawnward Sun. I know where to find the Dawnward Sun! Come, I will show you.
<</speech>>
<<narration>>
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 far away, flicks towards you with frightening speed, but reveals no form. Only a sourceless 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 out 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>>
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>>
<<player-speech>>
I need to find the land of Deepest Winter, where the Dawnward Sun rises.
<</player-speech>>
<<speech>>
Ah, the Dawnward Sun. I know where to find the Dawnward Sun! Come, I will show you.
<</speech>>
<<narration>>
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, creatures who 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>>
After a few moments, Morana masters herself once more - her former anger disappears into stony unreadability as
quickly as it emerged.
<</narration>>
<<speech 4>>
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 among the Fey by
my hand, and a path home for you.<br/>
Three things must be in place 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>>
She reaches into thin air and draws out 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 disappearing into stony unreadability as
quickly as it emerged.
<</narration>>
<<speech 4>>
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 alone. 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 may make use of it. I will teach you its uses so that we may achieve
our ends.
<</speech>>
<<narration>>
She reaches into thin air and draws the end of a gold thread that trails from her hand, around your foot,
and disppears into nothing.
<</narration>>
<<speech 4>>
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, in my turn, will 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>>
<<goto "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 flick to your chest, your wrist, then to your left foot, and her face betrays a fleeting moment of 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 4>>
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 disappearing into stony unreadability as quickly as it emerged.
<</narration>>
<<speech 4>>
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 alone. 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 among the Fey by my
hand, and a path home for you.<br/>
Three things must be in place 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 may make use of it. I will teach you its uses so that we may achieve
our ends.
<</speech>>
<<narration>>
She reaches into thin air and draws the end of a gold thread that trails from her hand, around your foot,
and disappears into nothing.
<</narration>>
<<speech 4>>
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, in my turn, will 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>>
<<goto "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 4>>
You are good-hearted, mortal. A good heart always has a place amongst my children.<br/>
Let us join in a binding. I would be 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 bound by it just as you are. Neither of us will have the ability to harm the other while we still walk this world.
<</speech>>
<<narration>>
Morana holds her crooked staff out to you.
<</narration>>
<<prompt>>
How will you respond to Morana?<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>>
<<joint-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.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around itself 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 questioning look, a hint of frustration at its edges.
<</narration>>
<<speech 4>>
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 ancient 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 4>>
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 by 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 4>>
Follow my words, mortal, and I will not end you. For now.
<</speech>>
<<narration>>
She recites the oath again, 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 4>>
Your life hangs by a thread, fool, and that thread is my mercy 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 its 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 our interests converge on this line.<br/>
Three things must be in place 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>>
She reaches into thin air and draws 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>>
Any motherly warmth you had gleaned from Morana extinguishes like a candle in a winter draft. Her smile becomes
a stony grimace, and her eyes become cold and calculating. After a long pause, she reaches a decision and speaks,
<</narration>>
<<speech 4>>
I have misjudged you, mortal. I thought to find in you a friend of the Children of Winter, a welcomed ward for
such time as you were here. It appears it is not meant 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. 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>>
Morana holds her crooked staff out to you.
<</narration>>
<<prompt>>
How will you respond to Morana?<br/>
[[Take the oath with Morana|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>>
<<joint-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.
<</joint-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around itself 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 to 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>>
<<joint-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.
<</joint-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around itself 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 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>>
<<joint-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.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around itself 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 ancient ice.
<</narration>>
<<speech 4>>
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, then speaks in a low, intense voice.
<</narration>>
<<speech 4>>
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 by 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 peace with the Court of Winter. If you do not, I will end 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>>
She recites the oath again, 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 gleaned from Morana
extinguishes like a candle in a winter draft. Her smile becomes a stony grimace, and her eyes become cold and
calculating.<br/>
She advances on you menacingly.
<</narration>>
<<speech 4>>
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 meant 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. 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 Morana speaks, she advances closer to you. You try to retreat, 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, pulling you
out over the dizzying edge of the dais.
<</narration>>
<<speech 4>>
The first of my conditions is an oath of peace. Follow my words, mortal, and I will not kill you. For now.
<</speech>>
<<narration>>
Morana holds her crooked staff out to you.
<</narration>>
<<prompt>>
How will you respond to Morana?<br/>
[[Take the oath with Morana|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>>
<<joint-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.
<</joint-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around itself 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 reason. Do not test me further.
<</speech>>
<<narration>>
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>>
<<joint-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.
<</joint-speech>>
<<narration>>
The staff glows, and a silvery thread traces looping spirals around iself 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 reason. Do not test me further.
<</speech>>
<<narration>>
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>>
<<joint-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.
<</joint-speech>>
<<narration>>
As you speak, the staff glows, and a silvery thread traces looping spirals around itself 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 ancient ice.
<</narration>>
<<speech 4>>
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($pc)>>
[[Continue...|winter-court-no-matter-she-continues-i-have-2]]
<<else>>
[[Continue...|winter-court-i-will-not-swear-oath-failed]]
<</if>>
<</narration>><<speech>>
It is no matter. I have other means of bending you to my will.
<</speech>>
<<narration>>
She grasps a pendant held on a chain at her neck.<br/>
For a moment, you think nothing has happened. Then, suddenly, the beautiful violet-blue pendant with which the Winter Wardens bound you tightens around your wrist with frightening power and burns with a harsh cold. You
writhe in pain on the ground as the chain cuts into the flesh of your wrist.
<</narration>>
<<speech>>
Oaths are not the only things in the Fey Realm that bind, mortal. And the one who would refuse to bind themselves to
peace with me will just as readily serve as my slave.<br/>
You will swear to peace with the Court of Winter, or you will lose your hand, then your life. Do you understand?
<</speech>>
<<narration>>
You Nod.
<</narration>>
<div id="winter-court-no-matter-she-continues-i-have-2-fadein"></div>
<<timed 2s>>
<<replace "#winter-court-no-matter-she-continues-i-have-2-fadein" transition>>
<<include "winter-court-no-matter-she-continues-i-have-2-fadein-2">>
<</replace>>
<</timed>><<speech>>
Follow my words, mortal. I will not ask again.
<</speech>>
<<narration>>
She recites the oath again, watching you with fierce eyes as you repeat her words.<br/>
When the oath is complete, she nods in cold satisfaction.
<</narration>>
<<speech>>
We are Feybound now, mortal. I to you, and you to me. Heed that well.
<</speech>>
<<narration>>
Eternal moments later, the chain loosens and the pain abates. Your hand is white and numb, and blood from the
garroting chain runs a stark crimson down your wrist and onto the ground.
<</narration>>
<<speech>>
Do not lie to me again.
<</speech>>
<<narration>>
<<link "Continue..." "winter-court-morana-masters-herself-with-difficulty-after">>
<<run Ember.setFeyCourt($pc, "winter")>>
<</link>>
<</narration>><<image-small "Fool.png" "The Fool, a furred, rabbit-faced jester in a three-pointed hat and a bright waistcoat." "right">>
<<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, then disappears. Suddenly, 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 wrapped around your left ankle.
<</narration>>
<<speech 1>>
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/>
With a sickening crunch, your body meets the ground.<br/>
[[Continue...|feybound-generic-you-died-message]]
<</narration>><<player-speech>>
It is indeed, my Lady. Very beautiful.
<</player-speech>>
<<set _diceRollCheck_header = null>>
<<set _targetStat = "Deception">>
<<set _dc = 15 - $pc.courtFavor.winter>>
<<set _diceCount = 1>>
<<set _diceSize = 20>>
<<set _checkResultsPassage = "winter-court-agree-with-her-deceitfully-result-check">>
<<include "OmniDiceRollCheck">><<if _totalResult gte _dc>>
<<include "winter-court-agree-with-her-truthfully">>
<<elseif _totalResult lt _dc>>
<<include "winter-court-morana-narrows-her-eyes-gives-piercing">>
<</if>><<narration>>
Morana narrows her eyes and fixes you with a piercing gaze.
<</narration>>
<<speech 4>>
Do not lie to me, mortal. Lies are imperfections, and imperfections have no place here.
<<if (($pc.courtFavor.winter || 0) - 1) gte 0>><br/>
I have questions for you, mortal, and I caution you: do not lie to me again. I cannot abide untruths.
<</if>>
<</speech>>
<<narration>>
/* Losing this point of Winter favor: if it drops below zero, Morana turns hostile (editor's continue5dis);
otherwise her questions continue as normal. */
<<if (($pc.courtFavor.winter || 0) - 1) lt 0>>
<<link "Continue..." "winter-court-blinding-instant-she-has-by-throat">>
<<run Ember.updateCourtFavor($pc, "winter", -1)>>
<</link>>
<<else>>
<<link "Continue..." "winter-court-morana-s-questions">>
<<run Ember.updateCourtFavor($pc, "winter", -1)>>
<</link>>
<</if>>
<</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 4>>
You long for home. Poor traveler, to be so tied up in the affairs of the mighty. It is a terrible thing to have
no place where you belong.
<</speech>>
<<narration>>
She pauses before continuing,
<</narration>>
<<speech 4>>
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 a mother to you for a time to help you return home.
<</speech>>
<<narration>>
[[Continue...|winter-court-morana-s-questions]]
<</narration>><<narration>>
As you approach, her gaze draws stony 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 otherwise 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 before scampering 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 according to 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">><<image-medium "HeartOfWinter.png" "Mother Morana, horned and cloaked, looking out over her ice palace beneath the aurora, a raven in flight beside her." "center">>
<<narration>>
You ascend stairs carved into icy arches to a platform high above, overlooking the sprawling ice-sculpted city that surrounds you. It is uncannily symmetrical in every respect visible to your eye. Snow falls from a midnight sky,
bathed in white moonlight and dotted with a brilliance of stars above.
<</narration>>
<<speech 4>>
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 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 aloft, 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 have proven yourself to be a liar and a destroyer of beautiful things. Creatures like you are loathsome 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 begun.
<</speech>>
<<narration>>
She holds your body further off the ledge, your toe scrabbling for purchase that grows increasingly difficult to find.<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>>
/* Remembered for the oath scenes, which continue differently depending on whether Morana thinks you know about the Bounding Line. */
<<set $moranaThinksYouKnow to _goodSignalCount gte 2>>
<<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 rack 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 struggle to tell whether any one of them is sentient. Their
eyes follow you, but 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><b><i>Weaver of the First Thread</i></b> - Trevor Bain <<instagramLink "https://www.instagram.com/emberglowgaming/" "Trevor Bain">></p>
<p><b><i>Painter of the Seasons' Turning</i></b> - Carra Sykes <<instagramLink "https://www.instagram.com/carrasykes/" "Carra Sykes">></p>
<p><b><i>Binder of Wild Magic</i></b> - Michael Palmer (Draekane) <<instagramLink "https://www.instagram.com/draekane/" "Michael Palmer">></p>
<h2>The Fey Court</h2>
<p><b><i>Sovereign of Operations</i></b> - Magen Bain <<instagramLink "https://www.instagram.com/emberglowgaming/" "Magen Bain">></p>
<p><b><i>Warden of the Well-Turned Phrase</i></b> - Parker Konch</p>
<p><b><i>Grand Portraitist of the Fey</i></b> - Everett Patterson <<instagramLink "https://www.instagram.com/everettpattersonartist" "Everett Patterson">></p>
<p><b><i>Seneschal of the Story-Weave</i></b> - Parker Mendenhall <<instagramLink "https://www.instagram.com/fabulistfancy/" "Parker Mendenhall">></p>
<p><b><i>Seneschal of the Story-Weave</i></b> - Teal Coppock <<instagramLink "https://www.instagram.com/fabulistfancy/" "Teal Coppock">></p>
<h2>Scribes of the Realm</h2>
<p><b><i>Main Storyline</i></b> - Trevor Bain <<instagramLink "https://www.instagram.com/emberglowgaming/" "Trevor Bain">></p>
<p><b><i>Morp's Menagerie, The Tremor Giant</i></b> - TD Orel <<instagramLink "https://www.instagram.com/t.d.orel/" "TD Orel">></p>
<p><b><i>Jacques De La Coeur</i></b> - Kate Korsak <<instagramLink "https://www.instagram.com/authorkatekorsak/" "Kate Korsak">></p>
<p><b><i>The Tollman</i></b> - Nathan Featherstone (Crazy Hermit DM) <<instagramLink "https://www.instagram.com/crazyhermitdm/" "Nathan Featherstone">></p>
<p><b><i>The Weaver, Tiny Troubles</i></b> - Teal Coppock <<instagramLink "https://www.instagram.com/fabulistfancy/" "Teal Coppock">></p>
<p><b><i>Know Thyself</i></b> - Parker Mendenhall <<instagramLink "https://www.instagram.com/fabulistfancy/" "Parker Mendenhall">></p>
<p><b><i>The Canyon of Needles</i></b> - Kaden Love <<instagramLink "https://www.instagram.com/kadenloveauthor_/" "Kaden Love">></p>
<p><b><i>Exploration of the Sybaris Fete</i></b> - Michael Palmer (Draekane) <<instagramLink "https://www.instagram.com/draekane/" "Michael Palmer">></p>
<h2>Special Thanks</h2>
<p><b><i>Great Hammer Encouragement</i></b> - Tank Tolman <<instagramLink "https://www.instagram.com/tanktolman/" "Tank Tolman">></p>
<p><b><i>Whip Sass & Encouragement</i></b> - Jacques ze Whipper <<instagramLink "https://www.instagram.com/jacqueszewhipper/" "Jacques ze Whipper">><<websiteLink "https://www.jackthewhipper.com/" "Jacques ze Whipper" "whip">></p>
<p><b><i>Meteor Hammer Wisdom</i></b> - Instructor Bensei <<instagramLink "https://www.instagram.com/instructor_bensei/" "Instructor Bensei">><<websiteLink "https://www.instructorbensei.com/" "Instructor Bensei" "meteor-hammer">></p>
<p><b><i>Shortbow Pep Talks</i></b> - Blumineck <<instagramLink "https://www.instagram.com/blumineck/" "Blumineck">><<websiteLink "https://www.blumineckarchery.com/" "Blumineck" "bow">></p>
<h2>Attributions</h2>
<p><b><i>3D Dice Roller</i></b> - <a href="https://github.com/3d-dice/dice-box" target="_blank" rel="noopener noreferrer">dice-box</a> by 3D Dice (MIT License)</p>
<p><b><i>3D Graphics Engine</i></b> - <a href="https://www.babylonjs.com/" target="_blank" rel="noopener noreferrer">Babylon.js</a> (Apache License 2.0)</p>
<p><b><i>Dice Physics</i></b> - <a href="https://github.com/kripken/ammo.js" target="_blank" rel="noopener noreferrer">Ammo.js</a>, a port of the Bullet physics engine (zlib License)</p>
<</scroll>>
[[Back to Main Menu|gameMenuScreen]]/* <<instagramLink "profile URL" "Name">> — a small Instagram icon linking to that profile, opened
in a new tab. The icon takes the surrounding text color, so it follows the credits' court cycling. */
/* <<websiteLink "site URL" "Name" ["icon"]>> — the same, for a person's own website. The icon is a
globe unless a weapon is named: "bow", "whip" or "meteor-hammer" (hand-drawn to match). The whole
<svg> is printed in one piece — SugarCube can't build SVG parts left inside an <<if>>. */
<<widget "websiteLink">><<set _creditIcons = {
bow: '<path d="M7 3c7 3 7 15 0 18"/><path d="M7 3v18"/><path d="M3 12h18"/><path d="M18 9l3 3-3 3"/><path d="M3 10l2 2-2 2"/>',
whip: '<path d="M3 21l4-4" stroke-width="3.2"/><path d="M7 17c3-3 8-5 11-3s1 6-3 5-4-6 1-9 6-4 6-7"/>',
"meteor-hammer": '<circle cx="5.5" cy="18.5" r="3"/><circle cx="18.5" cy="5.5" r="3"/><path d="M7.6 16.4c1.4-1.4 0-2.9 1.4-4.3s2.9 0 4.3-1.4 0-2.9 1.4-4.3"/>',
globe: '<circle cx="12" cy="12" r="9"/><path d="M3 12h18"/><path d="M12 3c2.5 2.7 3.8 5.7 3.8 9s-1.3 6.3-3.8 9c-2.5-2.7-3.8-5.7-3.8-9s1.3-6.3 3.8-9z"/>'
}>><a class="credit-social" @href="_args[0]" target="_blank" rel="noopener noreferrer" @title="_args[1] + '\'s website'" @aria-label="_args[1] + '\'s website'"><<print '<svg viewBox="0 0 24 24" aria-hidden="true" focusable="false" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round">' + (_creditIcons[_args[2]] || _creditIcons.globe) + '</svg>'>></a><</widget>>
<<widget "instagramLink">><a class="credit-social" @href="_args[0]" target="_blank" rel="noopener noreferrer" @title="_args[1] + ' on Instagram'" @aria-label="_args[1] + ' on Instagram'"><svg viewBox="0 0 24 24" aria-hidden="true" focusable="false" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"><rect x="3" y="3" width="18" height="18" rx="5"/><circle cx="12" cy="12" r="4"/><circle cx="17.5" cy="6.5" r="0.5" fill="currentColor"/></svg></a><</widget>>