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With a burst of energy, you roll aside and leap to your feet. You wound tears painfully, but does not bleed. The man and woman stare at you, mouths agape, as you limp away from them and the riverbank.\n\nSlowly, as though approaching a wild animal, the man and woman rise to their feet and hold their hands out to show they are unarmed.\n\n"Calm yourself," says the woman. "We are not your enemies and mean you no harm. If you would allow us a moment to speak, I'm sure we can come to an understanding."<<set $LesaleMilton = -1>>\n\n[[Flee.|ForestFlee]]\n[["Explain yourselves."|ForestWhatWho]]\n[[Find a weapon.|ForestWeapon]]
"<<print $PName>>," you say.\n\n"A pleasure to meet you," says Lesale.\n\n[["My wounds..."|ForestInjury]]\n[["I thought I died."|ForestInjury]]\n[["Thank you for helping me."|ForestThanks]]
"Very well," says [[Milton.|ForestLeave]]
"Rumors are useful things. You can always find the grain of truth in them, if you know what to look for."\n\n"In our line of work, we need to keep a finger on current events. Tells us who is in town and what areas are dangerous."\n\n[["I thought you were just hunters."|AbbeyPoachers]]\n<<if visited("KillOrder") is 1>>[["What do you mean justice?"|AbbeyJustice]]<<endif>>\n[[Take a look around.|AbbeyHub]]
You circle around the smoking structure to the back of the clearing, passing through the once pristine orchards and gardens of the Abbey grounds.\n\nYou find yourself on the banks of a shallow, lightly-flowing river. A stone bridge arches over the water just upstream from you. On the other bank stand the blocky forms of several man-made beehives.\n\nUpon a closer look, you notice one smashed beehive somewhat apart from the others. A swarm of bees flitter angrily about. Nearby are several large bundles of leaves - herbs of some sort - and a mortar and pestle. A brass pot lies overturned on the banks of the river.\n\n[[Return to the front of the Abbey.|AbbeyHub]]\n[[Investigate the smashed beehive.|AbbeyHiveCheck][$AbbeyHive = 1]]\n[[Examine the herbs.|AbbeyHerbs]]\n[[Inspect the pot.|AbbeyPot]]
"Look, I don't make the rules around here, I'm just an enforcer. City law says that commoners are not to touch the Barrtrees. If you want to know more, go find a scholar or something."\n\n<<set $WurthamScholarFlag = 1>>\n<<if visited("BarrTree") is 0>>[["But you never explained what it is.|BarrTree]]<<endif>>\n[[Leave.|WurthamZone1Arg]]
The guardswoman looks at you askance, as though wondering if you're pulling a prank on her.\n\n"It's a tree. It grows fruit. Fruit that is not for you to eat. Now, if you'd be so kind as to run along..."\n\n<<if visited("BarrTreeCommoners") is 0>>[["Why is it off limits to commoners?"|BarrTreeCommoners]]<<endif>>\n[[Leave.|WurthamZone1Arg]]
[[Lesale and Milton|LesaleandMilton]]\n\n\n"...The legends speak of but two reversals of Fate's Decree: when Titus usurped the throne of the gods from his father and when the Stranger forced her crest upon the Wanderer. I thus contend that divinity is not inherent, but rather, tied to their domain..."\n\n\t\t\t\t--Chapter 3, Treatise on the Wandering Soul
"Stay away from me!" you say, backing away and into the trees, eyes fixed on them.\n\nThe two strangers exchange glances and stalk after you with an almost predatory feel, like wolves after a deer.\n\n"Your Grace," the man says as he approaches, "Please, calm yourself. Give us a moment to explain." The woman moves to the side and you feel as though a noose is tightening around your throat.\n\nYou take a step back and your foot catches upon a tree root just behind you. In your weakened state, you fall to one knee and pain [[lances through you.|ForestCapture][$Health = $Health - 1]]
<<if $Memories < 1>><<set $LesaleMilton = 2>><<display LesalePressure>>\n\n<<set $Memories = 1>><<endif>><<set $ForestAttackerC = 1>>"The ones who attacked the abbey... We know of them, sure," Milton crosses his arms. "In the Rivaltar Empire, any and all major internal threats are handled by the Stormchasers, the emperor's personal legion. Headed by General Matthias Valerus, they have a reputation for loyalty, cunning, and discipline."\n\nLesale rubs at her chin thoughtfully. "What's more, General Valerus seems to have a personal vendetta against the Seven Stars. I'd wager he was there for the attack at the abbey."\n\n"Some sort of scandal, wasn't it?"\n\n"Something about his brother Oliver, as I recall. Most rumors had him involved in a Seven Stars plot to assassinate the crown prince, but I heard a few variants on him selling contraband opiates supplied by the Stars. What rumors there were were hushed rather quickly, and several popular rumormongers were found murdered after the scandal."\n\n[["I'd like to talk about something else."|ForestInvestigate]]\n<<if $ForestAbbeyC is 0>>[["Tell me why the abbey was attacked."|ForestAbbey]]<<endif>>
You set out into the forest in the afternoon, headed towards Wurtham at a quick pace. You hear birds chirping in the distance and sunlight shines through the forest eaves, warming your back.\n\nDespite the uncomfortable place, you know that the walk is good for you; you can feel yourself strengthening and your movements are becoming less and less stiff.\n\n<<if $Boots is 1>><<set $Health = $Health +1>>Gruesome though it was, taking a pair of boots from the man's body was a wise decision. You are able to move much more quickly and easily through the woods.<<endif>>\n\nYour health is now at <<print $Health>>\n\n[[Onwards to Wurtham.|WurthamEdge]]
Ignoring Lesale and Milton, you make a beeline for the nearest tree.\n\nThe tree's trunk is tall and thin, with many of its clustered branches directed upwards by chain meshes, lending it something of an asparagus look. Each tree has a stone box for a base.\n\nUpon closer examination, the white flowers are actually a very light violet, with four petals arranged in a diamond-like formation. The base of the flower forms something of a cup with its stamen emerging in long, droopy tendrils.\n\nTo your surprise, you see a number of round, fist-sized bluish fruit just barely within reach.\n\nJust ahead, your companions appear caught up in a minor disagreement. Lesale has a thin purse in her hand and is counting the coins.\n\n[[Pick one of the fruits.|WurthamZone1Barrtree][$BarrTree = "berry"]]\n[[Pick one of the flowers.|WurthamZone1Barrtree][$BarrTree = "flower"]]\n[[Check on your companions|WurthamZone1Arg]]
With a cloth loaned from Milton, you wrap up a bundle of the herbs and carefully <<if $LeatherSatchel is 1>>place it in your satchel.<<else>>secure it to your waist, where it crackles with every move.<<endif>>\n\n[[Examine your surroundings.|AbbeyReturnBack]]
Fate's Decree
Milton sighs. "Very well. If you insist."\n\nLesale points to the eastern side of the abbey, opposite the ruined orchard. "We'll find it heading down that side. Towards the [[back."|PitBack]]
<<if $LesaleMilton is 0>>The man and woman look relieved as you speak. The man supports your efforts to sit up with an arm behind your back, lifting your torso with ease.<<else>>The woman eases up on you and helps you to your feet while keeping a wary eye on you.<<endif>><<set $LesaleMilton = 0>>\n\n"Allow us to first introduce ourselves," says the woman. "I am Lesale, and my companion is Milton. We are hunters in this area." She glances westwards, towards the afternoon sun. "While in these woods, we saw smoke from a blazing fire. Following it, we came to the Wandering Soul's Abbey and the... mass grave right beside it." She rubs her forearms as though cold. "You were lucky; we found you at the very top of the pile where the dirt was thin, and it looks as though you had managed to partially claw your way out."\n\n"Currently, we are in the forest of Wickshire, about half an hour's walk from the abbey and eight miles out from the town of Wurtham," says Milton.\n\n"Your name, Cheron?"\n\n[[Introduce yourself.|ForestIntroduction][$PIntro = "accepted"]]\n[["I don't trust you."|ForestDistrust][$PIntro = "refused"]]
<<if $MiltonResp is 0>>Lesale pulls you to your feet.<<endif>> "Now then, it looks like you're able to stand and move about. Shall we set out for Wurtham?"\n\n[["I'd like to have a look at the Abbey."|LeaveChapel]]\n[["Wurtham will do."|LeaveWurtham]]\n[["I'd prefer it if you didn't come with me."|TravelRefuse]]\n[["Actually, I'm not quite ready yet."|ForestInvestigate]]
<<set $MiltonCustoms = 1>>Milton brushes off your thanks. "T'was nothing," he says. "Travelers have a duty to assist those in need - doubly so, if the fates have seen fit to keep them alive in the face of all odds."\n\nLesale grins. "You needn't worry yourself overly much. Milton is from the Borderlands, and his people are known for their peculiar customs, particularly with regards to travelers in distress."\n\nMilton fixes Lesale with a stare. "Peculiar customs is it? That's rather unfair of you. Last I checked, you were the odd one."\n\nA low chuckle. "I'm just a frontier huntress; nothing as overt as you."\n\n"Is that so? Well then, 'huntress,' next one's on you."\n\n"Fair enough."\n\n<<if $LesaleMilton is 1>>[["Tell me about my attackers."|ForestAttacker]]\n[["What happened at the abbey?"|ForestAbbey]]\n[[Prepare to leave|ForestLeave]]\s\n<<elseif $LesaleMilton is 0>>[["My injuries..."|ForestInjury]]\n[["Fate must have a great destiny in store for me."|ForestInjury]]<<endif>>\n[["What was that about?"|ForestBanter]]\n[["Though I thank you, I do not trust you."|ForestDistrust]]
Simple as that, you leave the abbey. Lesale leads, this time, and with Milton at your side, you set out into the forest, headed for the town of [[Wurtham.|WurthamForest][$Health = $Health + 1]]
Struck with inspiration, you shuck your clothes and spend a solid ten minutes rolling in the mud before the abbey steps. Lesale blushes and averts her eyes and Milton stares at you as though you've gone mad.\n\nWith a heavy layer of glistening, wet mud covering your body, you rush back towards the abbey's beehives, Lesale and Milton following at a safe distance.\n\nAs you approach the smased hive, the bees begin to swarm. You can feel the light pressure of their bodies as they sting futilely at the mud.\n\nYou stop before the smashed beehive and peel away several of the outer boards, opening up a large section of the comb. More bees rush out at you. You close your eyes tightly, worried for your eyes, but the sheer weight of their attacks breaks through to your body, causing you severe discomfort.\n\nYou quickly break off massive chunks of the comb by touch, pulling as much of it as you can out of the hive.\n\nEventually, a large pile of honeycomb forms beside you - just in time, as the bee stings are beginning to hurt. Content with your haul, you seize a massive armful and trot away at a brisk pace.\n
As the day draws to a close and the birds flock to their nests, you and yours crest a rise and emerge from the forest to find yourselves on a hill overlooking the city of Wurtham.\n\nWithin the low stone walls, smoke rises lazily from hundreds of tiled roofs and brick chimneys. In the center of the city, you can see a paved square, complete with a fountain nearly hidden by the shadows of a large, stone temple from which a dozen banners fly.\n\n"Come," says Lesale. "The gates will be closing soon."\n\n[[Go down to Wurtham.|WurthamGates]]
With the bees gone, you haul yourself out of the water and collapse on the riverbank, gasping for air. Your skin feels as though aflame, and your muscles weak. You also feel a sniffle coming on.\n\nYou hear Lesale and Milton's footsteps approaching from behind. You open your eyes and see their faces looking down upon you.\n\n"That, was pure idiocy. You deserve every sting you got."\n\n"You're welcome for the reed, by the way."\n\n"We felt a little bad. But not very."\n\nMilton throws you a thick cloth to dry yourself with, and they both settle down beside you to help pick out most of the stingers - a painful process that takes well [[over an hour.|AbbeyReturnBack]]
You step onto the ridge. The ground opens up below you into a small ravine deep enough to expose the abbey's foundations.\n\nWithin the ravine, you spot a mound of fresh dirt, muddy with what must be blood. The dark hole from which you were dug stands out starkly. It feels like gazing into a hellish abyss; sightless eyes stare up at you from its depths, their faces stretched into a grinning rictus of horror.\n\nThe wound in your chest begins to ache. Was it always so painful? Or was it an echo of the half-remembered agony of being stabbed through the chest; the sub-conscious terror of being crucified and hung, dangling, before [[death's door?|RavineEnter]]
Lesale's grim look lapses into surprise for a moment. "Right. You don't know." She tucks a tuft of hair behind her ear before absentmindedly continuing. \n\n"Cher is a shortened form of cheron, which in turn is a short form of chevreux, which means knight. It's used as a form of address for men and women above the rank of commoner. As for how it came to be used as a common address, I can't say. You'd have to ask someone more educated..." her voice trails off, and silence closes over clearing once again.\n\n[[Take a look around.|AbbeyHub]]\n[["This was a beautiful place."|AbbeyBeauty]]
"Lesale's father was one of the Empire's frontier rangers. They're important folk, in charge of scouting the borders, maintaining contact with isolated villages, and thinning the number of wights that emerge from underground."\n\n"The border wights are known for drifting towards population centers in small packs. A dozen of them can tear through a lightly-defended village. Her father and his band came upon such a case. It was a small village with a wooden palisade. By the time he got in, the pack had gone into a feeding frenzy and slaughtered all the inhabitants."\n\n"There are things that'll haunt a man's mind. The sight of a wight pack chewing on a child's head is one of them. Her father began to go... mad. Regular nightmares. Anxiety. Poor judgment. He couldn't serve as a ranger anymore."\n\nMilton glances to you. "The Empire's rangers undergo a secretive training ritual. As well, they're privy to quite a bit of information on the Empire's internal workings. When a ranger becomes unreliable, the Silver Foxes step in and excise almost all of their memories. It's... not a pleasant sight."\n\n"Are you done, Milton? I don't think he's interested in my sob story, and I don't particularly care for you sharing it."\n\n"I thought he should know. My apologies. I was out of line."
You settle down to wait. The muffled roar of combat moves in waves, following the ebb and flow of a desperate struggle. You hear a woman rush into the study outside calling for someone, but you can't make out the name. A wooden crash and a scream, and her panicked cries abruptly cut off.\n\nThe sounds of struggle fade away. The room falls silent, but for sporadic screams of pain and the sound of men barking out [[orders.|Valerus]]\n
You sift through the barrels, checking their contents, but turn up nothing beyond a few cloth scraps and several large mice that quickly scuttle out of your grasp into the corners of the room.\n\n<<if $beltpouch is 0>>[[Search the beltpouch.|Beltpouch]]<<endif>>\n<<if visited("Altar") is 0>>[[Examine the marble slab.|Altar]]<<endif>>\n[[Open the door.|TombDoor]]
Milton kneels down at the edge of the circle. "No idea. Could be anyone really. One of the abbey monks, a Stormchaser deserter, maybe some poor wandering soul that was in the wrong place at the wrong time."\n\n[["You don't seem uncomfortable."|MiltonSurprised]]
[[The Abbey of the Wandering Soul|AbbeyClearing]]\n\n\n"Her pride in tatters and her heart filled with grief, She came to the Stranger; as daughter before mother, supplicant before queen, she knelt in the dirt road and laid her head at her feet. And beneath her blackened cowl, the Stranger smiled with weary triumph and presented to Her a box made of Mother of Pearl" (Heralds 7:15).
Your sandals squelch as you approach the abbey.\n\n"Mud?" Milton asks.\n\n"Must've been to control the fire. Otherwise they might have burned down the forest."\n\nYou spot a torn white rose on the road, its petals scattered about and pressed into the mud. Milton picks it up, wraps it in a heavy cloth, and tucks it away. He notices you watching and fixes you with a hard stare.\n\n[[No comment.|AbbeyHub]]\n[["What are you doing?"|AbbeyRose]]\n[["This was a beautiful place."|AbbeyBeauty]]
<<set $GeraltR1 = "no"; $GeraltR2 = "no"; $Health = 10; $LesaleMilton = 0; $Abbey = 1; $PitReq = 0; $RuinedAbbey = 0; $AbbeyHive = 0; $Mask = 1; $AbbeyMud = 0; $MiltonCustoms = 0; $ThePit = 0; $ScarecrowRavine = 0; $BurialCheck = 0; $NecroCorpse = 0; $MiltonResp = 0; $WurthamScholarFlag = 0; $PIntro = 0;>>\n\n<<set $FateCube = 0; $beltpouch = 0; $BeeHerbs = 0; $BeePot = 0; $BeeComb = 0; $PotHelmet = 0; $Boots = 0; >>\n\n<<set $PlayerSex = 0; $PlayerFullName = 0; $PName = 0; $PSex = 0; >>
"A tree," says the guard.\n\n[["Well yes, but what is it for?|BarrPurpose]]\n<<if visited("BarrTreeCommoners") is 0>>[["I see. And why is it off limits?"|BarrTreeCommoners]]<<endif>>\n[["Okay."|WurthamZone1Arg]]
Rough hands drag you out. The man chuckles humorlessly. "Like a rat in the walls," he says, and seizes a spear from a nearby soldier. One step, and the point stabs into your chest. Pain fills your body and the world seems contract. With a twist of his hand, he pulls out and you collapse to your knees. Your vision wavers. Blood gushes forth, pooling upon the stone floor. You suddenly find yourself lying on the ground.\n\n"That's the last of them," says a wizened man standing behind the general.\n\n"Captain Sommers," the general says, tossing the spear to the woman, "have the men head back to the barracks. Begin preparations for the next raid."\n\nThe woman salutes. "Sir, what should be done with the chapel?"\n\n"Identify the bodies. Burn the Chapel." As the woman turns to leave, the general calls out to her, "Captain; Full burial rites. They may have been heretics, but they were still citizens."\n\nShe salutes and exits the room. As your vision and hearing begins to fade, you see the blurring forms of Valerus and Anselm turn to the nearby desk.\n\n"Who was Judicator here, again?" asks Valerus.\n\n"Count Falloway, as I recall. Former Warden of the Eastern March."\n\n"Falloway... Falloway... Treatise on the Wandering Soul, was the...-"\n\nYour struggle to remain conscious finally fails, and [[darkness takes you.|Chapter1][$Health = $Health - 10]]
You look out across the Abbey's grounds. A swarm of bees flitter angrily about. Nearby are several large bundles of leaves - herbs of some sort - and a mortar and pestle. <<if $BeePot lte 1 and $PotHelmet is 0>>A brass pot lies overturned on the banks of the river.<<endif>>\n\n[[Return to the front of the Abbey.|AbbeyHub]]\n<<if $BeeComb is 0>>[[Investigate the smashed beehive.|AbbeyHiveCheck]]<<endif>>\n<<if $BeeHerbs is 0 and $BeeComb is 0>>[[Examine the herbs.|AbbeyHerbs]]<<endif>>\n<<if $PotHelmet is 0 and $BeePot lte 2>>[[Inspect the pot.|AbbeyPot]]<<endif>>
<<set $BeeHerbs = 1>>You kneel down and examine the herbs. The plant possesses a three-leaf pattern with long, thin leaves and a thick, purplish vein on their back. They crackle and crunch between your hands, and you can see that they have been deliberately dried. There is a faint, sweet odor reminiscent of medicine.\n\nA torn handkerchief lies nearby.\n\n[[Take the herbs|AbbeyBeeHerbs][$BeeHerbs = 2]]\n[[Leave the herbs where they are.|AbbeyReturnBack]]\n
"Most magic draws its power from life. As the elders say, magic needs power, and power, in one of its most basic forms, can be found in life."\n\n"A cantrip can make do with the caster's own energy. But for something a little more potent, you'll need something to power it. And that means blood, a life, or several lives."\n\n"There was an experiment once," Lesale noted, "some idiot tried to harness lightning as an energy source. Stepped out into a thunderstorm with a kite. Ended up paralyzed from the waist down. Talked funny for the rest of his days, too."\n\n"A circle that used up most of a man's organs and blood... seems like the mage needed a lot of power; and fast."\n\n[["Do you think it was the abbey's attackers?"|StormAttack]]\n[["What was it you said, about Weres?"|WereInfo]]\n[[No comment.|RavineHub]]
While keeping the man and woman within your wary sights, you glance about, looking for something, anything, that may pass for a weapon. Your eyes settle upon a sharp, flat stone beside your foot. As you glance towards the rock, the two strangers approach you with all the grace of wolves stalking prey. They separate, moving to the sides, and it is readily apparent that they will strike at you from a blindspot.\n\n[[Go for the rock.|ForestRock]]\n[[Flee.|ForestFlee]]\n[["I surrender. I will not run."|ForestWhatWho][$LesaleMilton = 1]]
You approach the ruins of the Abbey. Its smoldering hulk fills your view, and the massive oak doors that you saw not too long ago are now smoking cinders. A large, charred section of wood - the ruins of a massive support - blocks off the entrance.\n\nMilton steps up to the doorway and pushes gently on the support. It creaks alarmingly and you hear the scraping shift of rubble.\n\n"Probably ready to collapse," says Milton.\n\n"Don't even try going in, Cher. I'll stop you if I have to."\n<<set $RuinedAbbey = 1>>\n[[Step back from the ruins.|AbbeyHub]]
Milton looks somewhat uncomfortable at your question. "The Stormchasers, actually. I'd like to know where they went after leaving the abbey."\n\nHe eyes you carefully. "Truth be told, I suspect it'd be best to keep you out of their sight. It would really be in your best interests to know where they are."\n\n<<if visited("WurthamZone1Lodgings") is 1>>[["A quiet inn sounds good."|WurthamZone1InnVote]]\n[["Let's go to the hash den."|WurthamZone1HashVote]]<<elseif visited("WurthamZone1Lodgings") is 0>>\n[["And we can find out from 'Rodrick?'"|WurthamZone1Lodgings]]<<endif>>\n<<if visited("WurthamZone1HashQuery") is 0>>[["What is a hash den?"|WurthamZone1HashQuery]]<<endif>>
The two hunters pick their way through the trees with the ease of long experience. A short walk brings you out of the trees to a dirt path leading off into the distance. The smell of ash that had lingered in the air since your awakening has since grown stronger, and no sign of wildlife can be found. \n\nYou somehow manage to stumble along the road with their help for nearly an hour, before noticing that your knees are beginning to quiver and your vision swim. Lesale throws an arm beneath your shoulder before your legs buckle. \n\n"Almost there. Just beyond that bend."\n\nWith her support, you wend your way along. \n\nDespite your exhaustion, you feel that the walk has strengthened you. Your health is now at <<print $Health>>\n\nMilton, up ahead, points out several well-concealed traps that riddle the path.\n\n"Good thing we came with you, [[eh?"|ChapelClearing]]
Character Info Sheet:\n\n\nName: <<print $PlayerFullName>>\nSex: <<print $PSex>>\n\n\nUse your browser's 'Back' button to return.
You lunge for the rock. Immediately, the man and woman spring at you. As your hands close around the rock and you rise to a fighting crouch, your legs weaken and tremble and you [[fall to one knee.|ForestCapture][$Health = $Health - 1]]
You tear off the lid before flipping the pot over and brushing out the worst of the ash and dust. The pot settles comfortably on your head. It's a bit tight, but otherwise fits perfectly. Despite its silly appearance, you are certain it will deflect a fatal injury. Lesale snickers from behind you.\n\nYou then realize that you have a very important decision to make.\n\nWhat angle should the spout face?\n\n[[Front.|SpoutSide][$PotHelmet = 1]]\n[[Left.|SpoutSide][$PotHelmet = 2]]\n[[Right.|SpoutSide][$PotHelmet = 3]]\n[[Back.|SpoutSide][$PotHelmet = 4]]
"I cannot support this desire," Milton grumbles. "The area is riddled with traps, and the Emperor's legion will have laid out more."\n\n"Are you sure you want to do this?" asks Lesale. "Really, it's not a pleasant sight. Not to mention, the legion would have taken anything of interest."\n\n[["I want to look at what may have become my grave."|ForestGrave]]\n[["I insist. Something may spark my memories."|ForestGrave]]\n[["I've changed my mind. Let us go to Wurtham."|LeaveWurtham]]
<<set $Health = $Health + 5>>You awaken on your back beside a riverbank to the scent of blood and ash. The sharp pain of your stab wound lances through you with each breath and your mind wavers on the brink of unconsciousness for a moment, before clearing. As you open your eyes, you see two faces, a man and a woman, leaning over, peering at you intently, their faces backed by the afternoon sun.\n\n"<<if $PSex is "Female">>She<<else>>He<<endif>>'s awake." the woman says, in a brisk voice that cracks like a whip. Her long, dark hair frames a solemn face. "Can you hear me?" she asks, eyes narrowed in concern.\n\n"Give 'em a moment," says the man. His voice is like a rolling barrel of gravel. Loopy, tattooed markings wend their way along the musculature of his face and neck, giving him a somewhat sinister appearance.\n\nBoth strangers wear rough leathers, with a bow slung over their back and shortswords belted at their hip.\n\nA groan escapes your lips as you struggle to sit up.\n\nYour health is now at <<print $Health>>\n\n[["Who are you?"|ForestWhatWho]]\n[["What happened?"|ForestWhatWho]]\n[["Where am I?"|ForestWhatWho]]\n[[Attempt to escape.|ForestEscape]]
"Yes, it can strengthen a relationship. But oftentimes, it becomes a leash. Debts piled around them like ropes. Do you enjoy the thought of such ties?\n\n\n[["But what of gifts meant to display power?"|RescueRuthless]]\n[["I disagree. The expectation of a return can strengthen bonds, by encouraging continued relations."|RescueRational]]
You approach the smashed beehive for a closer look. As you draw near, the buzzing of the bees become more agitated, and it seems as though more of them are drifting towards you - though you have not yet been stung. You stop at a safe distance.\n\nThe hive is an overturned rectangular structure of a soft, rough, pale-white wood. Much of its upper half has been smashed in - possibly by a spear or hammer. The ground is littered with the shriveled bodies of dead bees.\n\nThe sides of the hive appear to be designed for removal. You could open it and remove some of the honeycomb, if you are willing to brave the bees.\n\nLesale steps up beside you. "Just so we're clear, I'm not following you into that swarm just to satisfy a sweet tooth."\n\n[[Leave the hive.|AbbeyReturnBack]]\n[[Go for the honey.|HiveNoPot]]
You step over to the beltpouch, leather sandals swishing with each step. A peek inside reveals nothing. You tie it to the hemp rope fastened around your waist.\n\n<<set $beltpouch = 1>>[[Examine the room.|TombRoom]]
Just as you grip the handle, you hear the jingle of keys, and it swings open to reveal a well-built, silver-haired man standing in a dark passageway wearing the once-fine clothes of nobility, now covered in blood, dust, and grime. A sheathed longsword hangs from his waist. \n\nDown the passageway, you see a large, open room of vaulting ceilings filled with rows of benches, its stone walls covered in paintings. A massive pair of doors dominate the far wall. Dozens of men and women rush about before it piling furniture, their voices raised in [[panic.|GeraltGreeting]]\n
<<set $NecroCorpse = 1>>You walk towards the strange circle with determined steps. There is a strong, strange smell in the air - almost like a mixture of acid and rot.\n\nYou draw closer and notice that the circle is made of some thick, dark ink of some sor- immediately, bile rises up in your throat and you swallow convulsively. The vague, shapeless form is a human body, staked and ripped apart. The dried blood has been spattered everywhere to draw the symbols within the circle.\n\nA raven sits atop the body. It squawks and ruffles its feathers, glossy with blood. You get a strong sense that it is [[laughing at you.|CompanionApproach]]
Suddenly, a massive weight slams against the alcove door. Once, twice, three times, and the stone in front of you collapses. Sunlight floods the alcove, blinding you. You can just make out several people, including a tall, powerfully built man standing in front of you wearing fine leather boots and heavy plate [[armor.|SecondDeath]]\n
Immediately before you is a broad, cobbled stone road, wide enough for three carts and lined on each side by young, tall trees in full bloom, the white flowers filling the area with a light, sweet fragrance.\n\nBeyond the road and trees are large stone buildings; warehouses and businesses, as far as you can tell. Their roofs cast long shadows that stretch out towards you. Everywhere about you is the subdued city bustle on an early spring evening.\n\n"Follow me," Milton says, stepping forward and moving down the street. "I know a place we can stay the night."\n\n[[Follow Milton.|FollowMilton]]\n[[Examine the flowering trees.|WurthamZone1Trees]]\n[[Look at the sky.|WurthamZone1Sky]]
"City law," says the guardswoman.\n\n[["Illuminating."|BarrTreeLimits]]\n[["But there's so much fruit. Why is it off limits?"|BarrTreeLimits]]\n[["I'll... leave you alone."|WurthamZone1Arg]]\n<<if visited("BarrTree") is 0>>[["What is a Barrtree?"|BarrTree]]<<endif>>
"Weres are the twisted melding of man and beast through magic. There are many stories of them as shapeshifters, living in hiding amongst men; fishwife gossip usually. Weres are permanently locked in their forms and lack the capacity for both speech and elevated thought. The most they are capable of are pack societies."\n\n"Weres encountered in the wild are magical failures," says Lesale from beside the wall. "formed when a mage attempts to manipulate the natural world. A single error in their wards or ritual circles, and the giver of their Blood Price will have their body invaded by a primal spirit, crushing their minds and tainting their bodies."\n\n[["Blood Price?"|NecroExplain]]\n[["Thanks for the explanation."|RavineHub]]\n[["You're telling me a tall tale."|PitDisbelief]]
"No!" you hear Lesale cry, as you approach your companions. "I am not spending the night at Rodrick's filthy hash den."\n\n"Look," Milton rumbles, keeping his voice low, "I know you don't like Rodrick; neither do I. But we need to know. Just one night; I'll have it out of him, and then we can leave."\n\n"We don't need Rodrick's information. Anybody in town can tell us. You can't move that many people quietly."\n\n"But Rodrick can tell us where they're headed. You won't get that from some random innkeep-" Milton cuts off as he finally notices you.\n\n[["Rodrick?"|WurthamZone1Lodgings]]\n[["Are you looking for something?"|WurthamZone1Rodricks]]\n[["Something wrong?"|WurthamZone1Lodgings]]
Lesale waves away your concerns with her free hand; the other is still clasped over her month. A groan escapes her lips. "I'll be fine," she says. "Just... need some time is all."\n\n[["You don't seem disturbed, Milton."|MiltonSurprised]]\n[["Who was this?"|PitMan]]
You awaken on your back in a dark room to a splitting headache. Beneath you, the cold of marble passes through roughly made linen clothes, chilling your skin. Light trickles in through a boarded window, falling upon a heavy oak door.\n\nYou stand and look about. There is little in the room, but for a few wooden barrels, a candelabra, and the marble altar upon which you awoke. The room is clean and free of cobwebs, though there is a faint smell of dust and mold. A beltpouch hangs from a torch sconce beside the door.\n\nYou try to think back and recall how you arrived here, but nothing comes to mind. With a sinking feeling, you realize that you remember nothing but your own name.\n\n[[Search the beltpouch.|Beltpouch]]\n[[Search the barrels.|Barrels]]\n[[Examine the marble slab.|Altar]]\n[[Open the door.|TombDoor]]\n\n
"No, no, we will go with you," Milton sighs. "We brought you here. It's our responsibility to finish it."\n\n"I don't like this. I really don't like this," Lesale mutters. She turns to you and points towareds the eastern side of the abbey, opposite the ruined orchard. "You'll find it going that way."\n\nFollowing their directions, you make your way around the structure's corner towards its back. The air is thick with ravens, perched about the trees and the burned roof of the abbey, their screeching cries piercing your eyes. There is a ridge of some sort beside the building, and several digging tools can be seen. The smell of blood permeates the air.\n\n"The pit's connected to the new foundations the abbey was trying to build. You'll have to step onto the [[ridge for a view."|AbbeyPit][$ThePit = 1]]
"Aerin's a merchant lord running a circuit from Wurtham to Hillegass."\n\n"He's an unpleasant sort, the kind that'd palm a nag off as a mare, or sell an ice cube as a diamond. The local prefect's been trying to nail him for hash and slave trade for the past year, but the three witnesses all disappeared."\n\n"There was also a rumor that the contraband tracer Baron Emeric was tagged with was his."\n\n"Right. The carriage the highwaymen stopped. Lost three of his men and his left arm trying to escape.\n\n[["Do you always believe rumors?"|AbbeyRumors]]\n[["Wasn't there a kill order on the Seven Stars?"|KillOrder]]\n[[Take a look around.|AbbeyHub]]
"Then you have failed to grasp the spirit of the motion. It's not about debts and exchanges, it's about building a rapport. Your counterpart might return something; or they might not. Expecting it changes your motives from charity to bartering.\n\n[["I think we should agree to disagree."|RescueSettle]]\n[["Let us continue this discussion at a later time."|RescueSettle]]\n[["I suppose you're right."|RescueUnderstood]]\n
[[Health|PlayerHealth]]\n<<if visited("GameStart")>>[[Character Sheet|CharInfo]]<<endif>>
<<set $BeePot = 1>>You step over to the brass pot and pick it up. It has a long, wide spout, a hinged, latching lid, and two handles. The insides are scorched with a fine layering of ash and charcoal.\n\n[[Use the pot as a helmet.|HelmetPot]]\n[[Leave the pot where it is.|AbbeyReturnBack]]\n<<if $BeeComb is 0>>[[Put the herbs inside the pot.|PotHerbs]]<<endif>>
"There is indeed a kill on sight order. You'd expect people to stay away, but most pay it no mind. The Alabaster Throne simply doesn't have the same influence it did fifty years ago under Emperor Julius."\n\nLesale clears her throat. "The farther you are from the capitol, the less weight an imperial decree carries. Of far greater importance to the commons is that the Seven Stars has a reputation for charity and fair arbitration of justice."\n\n"Helps that quite a number of nobility are Seven Stars sympathizers."\n\n[["Who is Aerin?"|AbbeyAerin]]\n[["What do you mean arbitration of justice?"|AbbeyJustice]]\n[[Take a look around.|AbbeyHub]]
Ignoring Milton's curses, you brush away the sweat on your forehead and clamber down into the ravine. Your injury throbs with pain.\n\nWith your feet on solid ground, you look around. The mound is a dozen steps away. You see a long, dirt trail - as though something large was dragged - leading from the mound towards the vague form hidden within the shadows. Now that you are closer, you can see some kind of complex ritual circle surrounding the formless lump.\n\n[[Examine the burial mound.|BurialMound]]\n[[Investigate the circle.|AbbeyCircle]]
Milton leads you along a dirt track down the hill that links to the cobbled stone roads of the Imperial Highway.\n\nAt Wurtham's gates, two overweight guardsmen, their conical helms squashed upon their heads, look at you with <<if $PotHelmet is 0>>indifference. One lazily waves you on through, and you enter the enter the cavern-like gate leading into Wurtham.<<else $PotHelmet gte 1>> astonishment.\n\n"Is... that a pot on your head?" one guardsman asks. You stare at him challengingly.\n\n"Blithering idiots these days," the other mutters. "Just leave <<if $PSex is "Female">>her<<else>>him<<endif>> alone. More trouble than it's worth."<<endif>>\n\n[[Into Wurtham.|WurthamEntrance]]
You flee from the hive and its swarm, encumbered by the honeycomb you've managed to snatch. The bees follow, stinging you all the way. You rush for the river, and Lesale and Milton stare at the mass of insects following you in horror. They turn tail and cross the bridge, making for the other side of the river.\n\nAs you near the riverbank, you drop the honeycomb you acquired and dive into the water with a loud splash. The cool of the water barely reduces the burn of the beestings, and you can feel the venom beginning to inflame your skin.\n\nYou look up through the clear, slow-moving water, and notice that the swarm is still up there, waiting for you to rise.\n\nYour chest begins to heave in desperation for air. Pressure builds in your head. Breathless, you rise up to the surface and burst out, taking one gasping breath before sinking back down. One bee manages to sneak in a sting on the tip of your nose before you escape.\n\nYour Health is now at <<print $Health>>\n\nWhile underwater, a long, hollowed out reed lands on the surface. Your companions have not been idle. You reach out and take the reed, using it to suck in precious air safely.\n\nEventually, the bees lose interest and [[drift away.|StingCleanup]]
Sensing an opportunity, the woman rushes at you in a flying tackle. With a swiftness born of long practice and experience, she wrestles you to the ground and pins you by your shoulders, pressing your face into the browning leaves of the forest floor. You struggle futilely and each movement sends a throb of pain through you. An earthy smell fills your nostrils and you find yourself utterly helpless, as your efforts slowly taper off with exhaustion and pain.\n\nYour health is now at <<print $Health>>\n\n"Will you listen now, stranger?" says the man, kneeling down beside you. "In your confusion, there is a good chance of harming yourself. This stretch of the forest is filled with abandoned traps and dangerous creatures. Without proper knowledge, you could easily lose a foot to a bear trap."\n\n[["Very well. I will listen."|ForestWhatWho]]\n[[Nod your assent.|ForestWhatWho]]\n[[Stay silent.|ForestWhatWho]]
You find yourself breathing heavily, dripping with a cold sweat. Your hackles are raised and something within you skitters in terror. With an effort, you tear your eyes away from the mound and swallow at a suddenly dry throat. The mood passes as suddenly as it came and the pain in your chest eases away.\n\nYou notice something strange in the the ravine - a dark, vague shape; much like a scarecrow, nearly hidden in the shadow cast by a large, protruding rock.\n\n[[Climb down the ravine.|AbbeyRavine][$ScarecrowRavine = 1]]\n[[Leave the ravine.|PitLeave][$ScarecrowRavine = -1]]
"This doesn't concern you," says Milton.\n\nLesale laughs. There is a forced edge to it. "Don't mind him, Cher. It's just another one of his people's odd customs."\n\nMilton glares at her as though he wishes to say something scathing. A long moment, and he looks away, jaws clenched. Beside him, Lesale's lips are pursed, and there is a slight air of distress as she looks about the clearing.\n\n[[No comment.|AbbeyHub]]\n[["Why do call me Cher?"|AbbeyCher]]\n[["This was a beautiful place."|AbbeyBeauty]]
You call out for help. Your voice rings in the tiny, enclosed space, but there is no sign of anyone having heard - if anyone could even hear you over the cries and screams outside. You have an unshakeable feeling that you have been buried alive.\n\n[[Search the room.|AlcoveSearch]]\n<<if visited("AlcoveDoor") is 0>>[[Attempt to open the door.|AlcoveDoor]]<<endif>>\n[[Settle down to wait.|AlcoveWait]]
<<set $AbbeyHive = 2>>Your eyes are slowly closing, and you feel tired... so very tired. Wouldn't it be wonderful to just lie back for a moment and rest, right here where the grass is soft and flowers perfume the air?\n\nYou attempt to stand, but suddenly find yourself on the ground. The world is spinning around you, and you're certain that you can hear yourself groaning. The sky above has darkened, and the birds flitting above have the faces of men. Your eyes fall lazily onto the pot. For some reason, the flames seem to be... purple? Why purple? And why is the pot turning into a skull? \n\nYour mind reels in confusion. A part of you is screaming in fear, but the rest of you simply... cannot... be bothered...\n\nYou collapse, and [[darkness takes you.|LesaleMiltonRescue]]
<<set $BeePot = 2>>You unwrap the bundled herbs and open the lid of the pot. There is a faint, sweet odor in the air. You drop the herbs into the pot.\n\n[[Ask Lesale and Milton for fire.|PotFire]]\n[[Leave the pot.|AbbeyReturnBack]]
Past the bend, the trees thin out into a large clearing and you emerge to find yourself at the Abbey of the [[Wandering Soul.|AbbeyWandering]]
"Are you rewarded for feeding a visitor at your table? Do you expect something in return when you give someone a present on their Lifeday? They are much the same; a custom, a courtesy, an expectation."\n\n[["I... think I see what you mean."|RescueUnderstood]]\n[["Perhaps. Let us discuss this at another time."|RescueSettle]]\n[["I would expect something of similar value in return at a future time."|RescueChallenge]]
The wood is smooth and cool to the touch. There is a long, flat surface, a back, four legs, and intricately carved sides. Though your fingers cannot tell what the carvings are, you can tell that it is a bench.\n\n<<if visited("AlcovePlant") is 0>>[[Examine the dried plants.|AlcovePlant]]<<endif>>\n<<if visited("AlcoveDoor") is 0>>[[Attempt to open the door.|AlcoveDoor]]<<endif>>\n<<if visited("AlcoveCall") is 0>>[[Call for help.|AlcoveCall]]<<endif>>\n[[Settle down to wait.|AlcoveWait]]\n<<if $FateCube is 0>>[[Examine the cube.|AlcoveCube]]\n<<endif>>
Derrick Leu
There is little in the room, but for a few wooden barrels, a candelabra, and the marble altar upon which you awoke. The room is clean and free of cobwebs, though there is a faint smell of dust and mold.\n\n<<if $beltpouch is 0>>[[Search the beltpouch.|Beltpouch]]<<endif>>\n<<if visited("Barrels") is 0>>[[Search the barrels.|Barrels]]<<endif>>\n<<if visited("Altar") is 0>>[[Examine the marble slab.|Altar]]<<endif>>\n[[Check the door.|TombDoor]]
You can see nothing within the alcove. The room is silent but for the muffled screams of combat. Lavender fills your nose, and your headache intensifies.\n\n[[Search the room.|AlcoveSearch]]\n[[Attempt to open the door.|AlcoveDoor]]\n[[Call for help.|AlcoveCall]]\n[[Settle down and wait.|AlcoveWait]]
<<if $PitReq is 0>>"Well, we're here. Where would you like to go?"<<elseif>>\nReady to head back to Wurtham, or was there something else you'd like to have a look at?<<endif>>\n\n<<if $PitReq is 0>>[["Show me where you found me."|AbbeyPitReq]]\n<<elseif $PitReq is 1>>[["I think I'm ready to leave."|AbbeyLeave]]<<endif>>\n<<if $AbbeyHive lte 1>>[[Investigate the beehives.|AbbeyBack]]<<endif>>\n<<if $RuinedAbbey is 0>>[[Investigate the Abbey Ruins.|AbbeyRuins]]<<endif>>\n<<if $AbbeyHive is 1 and $BeeComb is 0>>[[Smear mud on yourself and approach the hive.|HiveNoPot][$AbbeyMud = 1]]<<endif>>
The ruins of the abbey dominate the center, its ceiling collapsed and the bricks painted black with soot. Smoke rises from the ruins.\n\nThe clearing itself is spotted with fruit trees, torn bushes, and ruined gardens. A stream flows around the back, and you can faintly make out the blocky shapes of beehives on the far end. Much of the clearing has been trampled from the stamp of hundreds of [[boots.|WanderingAbbey]]
<<set $FateCube = 1>>\s\n<<if $beltpouch is 1>>You stuff the cube into your beltpouch.<<else>>You tear strips of fabric off the sleeves of your tunic and tie the cube to the hemp rope securing your waist.<<endif>>\n\n[[Search the room.|AlcoveSearch]]\n[[Settle down to wait.|AlcoveWait]]
<<set $BurialCheck = 1>>The soles of your sandals squelch slightly, as you step towards the mound.\n\nNow, standing atop it, you can see into the small hole that was dug into the top - where, according to Lesale and Milton, you dug yourself out of. The glossy eyes of several dead men and women stare up at you.\n\nYou search your mind and find no memories of being buried, or even digging yourself out. A glance at your nails reveals a layer of dirt beneath the tips; possibly from the digging, or perhaps from one of the activities you performed today.\n\n[[Examine the grave more closely.|BurialExamine]]\n[[Leave the grave.|RavineHub]]
The town of Wurtham passes by in a blur of people and buildings. You begin to notice that, with every turn of the street, the streets grow narrower, the buildings about you take on an older, more ramshackle feel, and the people about you a rougher, more desperate look.\n\nA man coming out of a nearby tavern stumbles into you before collapsing onto the dusty cobblestones. Lesale steps gingerly around him, her lips contorted in disgust.\n\n"Milton, where are you leading us?" \n\nA long, silent pause.\n\n"Milton?"\n\nHe clears his throat. "Like I said, I know a place."\n\nLesale seizes him by the arm and pulls him to face her.\n\n"We are not going there."\n\n"I didn't even tell you-"\n\n"I am not stepping foot in Rodrick's filthy hash den."\n\n"There's no better place to find out where they went."\n\n"An army does not just up and disappear like ghosts, Milton. I guarantee you, we can find what we want from just about anybody else in town."\n\n[["Rodrick?"|WurthamZone1Lodgings]]\n[["Are you looking for something?"|WurthamZone1Rodricks]]\n[["Something wrong?"|WurthamZone1Lodgings]]
"This is neither the time nor place. Ask me about it later."\n\n[["Tell me about the Weres."|WereInfo]]\n[["What did you mean by the circle being more disturbing?"|NecroCircle]]
You blindly grope about the room. Your searching hands alight upon wooden furniture, dried plant matter, and a smooth, light cube of some stone or crystal.\n\n<<if visited("AlcoveFurniture") is 0>>[[Examine the furniture.|AlcoveFurniture]]<<endif>>\n<<if visited("AlcovePlant") is 0>>[[Examine the plant matter.|AlcovePlant]]<<endif>>\n<<if visited("AlcoveDoor") is 0>>[[Attempt to open the door.|AlcoveDoor]]<<endif>>\n<<if visited("AlcoveCall") is 0>>[[Call for help.|AlcoveCall]]<<endif>>\n[[Settle down to wait.|AlcoveWait]]\n<<if $FateCube is 0>>[[Examine the cube.|AlcoveCube]]\n<<endif>>
"Just about. The countryside is riddled with Wights and Weres; and in the darkest of nights, there are tales of strange, much more terrifying things moving about. But that has little bearing with the here and now. If you're still curious, ask me about it when we get to an inn."\n\n[["Very well."|ForestLeave]]
<<set $Health = $Health + 2>>Lesale and Milton nod in assent and gather their belongings.\n\nYou set out into the forest headed towards Wurtham around noon, moving at a slow, leisurely pace. You hear birds chirping in the distance and sunlight shines through the forest eaves, warming your back.\n\nThe slow walk is good for you; you can feel yourself strengthening and your movements are becoming less and less stiff.\n\nYour Health is now at <<print $Health>>\n\n[[Onwards to Wurtham.|WurthamEdge]]
"Your Gra-" Geralt begins. A mighty slam against the twin oak doors seizes your attention. The world shakes as though a titan's fist struck the building and men and women cry out in fear. \n\nGeralt spins to look at the doors in alarm. The crows-feet around his eyes stand out starkly in the torchlight. Another great slam, and a massive, steel-capped ram bursts through the reinforced doors in the chapel. Geralt grabs your hand and [[pulls you away.|GeraltStudy]]\n\n
Fate's Decree\n\nCharacter Creation:\n\nYour sex (M/F): <<textinput $PlayerSex>>\n\nYour full name: <<textinput $PlayerFullName>>\n\nYour first name: <<textinput $PName "[[Next|GameStart]]">>
With a pained look, Geralt takes a step back. "It saddens me to hear you say that, your Grace. Very well. Our abbey's defenses will not hold out for long, so if you will follow me, I will lead you somewhere you can hide.\n\n[[You step out into the corridor|GeraltR5]]
You pick up the cube. It's a tiny cube - smaller than a fist - and is deceptively heavy with a weight of about 5 stones. Its surface is extremely smooth and hard - like crystal - but for a narrow identation that appears to be a slot of some sort; perhaps a keyhole? Your searching fingers also detect a raised surface, somewhat like an engraving of sorts, but you cannot quite make it out.\n\n[[Take the cube.|Cubebeltpouch]]\n[[Insert something into the keyhole.|CubeKeyhole]]\n[[Leave it.|CubeWait]]
"We can perhaps, sell some of the things you may have picked up over the day. But that'll need to wait for the morrow, when the shops open."\n\n[["What exactly are you looking for at Rodrick's?"|WurthamZone1Rodricks]]\n[["What is a hash den?"|WurthamZone1HashQuery]]\n[["A quiet inn sounds good."|WurthamZone1InnVote]]\n[["Let's go to the hash den."|WurthamZone1HashVote]]
As your hand reaches out for a <<print $BarrTree>>, a voice calls out from behind you.\n\n"Don't touch that!" You turn to find a stocky woman in leather armor glowering at you from beneath the cone-shaped helm of the city guard. She steps over to you <<if $PotHelmet neq 0>>and eyes your 'helmet' warily <<endif>>before leaning heavily on her spear. "The Barrtree is not for commoners."\n\n[["What is this 'Barrtree' you speak of?"|BarrTree]]\n[["Why is it off limits to commoners?"|BarrTreeCommoners]]\n[[Nod in understanding and leave.|WurthamZone1Arg]]
<<set $AbbeyHive = $AbbeyHive + 2; $Beecomb = 2>>You pick up the pot and move towards the smashed beehive.\n<<if $Mask is 0>><<display AbbeyRest>><<else $Mask is 1 and $BeePot is 3>><<set $Health = $Health + 1>> As you approach the hive, the swarming of the bees tapers off. You notice their bodies dropping to the ground, where they twitch several times before falling still.\n\nYou place the pot beside the hive and peel away several of the outer boards, opening up a large section of the comb. Wordlessly, Milton hands you a large swatch of white fabric.\n\nYou break off pieces of the comb and drop them into the cloth. Once it's full, you carefully wrap it up and dump it into your satchel.\n\nNoticing that the smoke rising from the pot's herbs is beginning to gutter out, you and your companions hastily move away. After pulling off your makeshift mask, you take great pleasure in licking your hands clean of the [[sticky mess.|AbbeyHub][$BeeComb = 2]]\n\nYour Health is now at <<print $Health>><<endif>>
You examine the altar. It appears to be one massive slab of marble, made to place objects of worship or the bodies of the deceased. There are no carvings or decorations. Looking closely, you see tiny specks of blood spattered all over the bottom edges of the marble slab. The surface that you rested upon however, appears freshly cleaned.\n\n<<if $beltpouch is 0>>[[Search the beltpouch.|Beltpouch]]<<endif>>\n<<if visited("Barrels") is 0>>[[Search the barrels.|Barrels]]<<endif>>\n[[Open the door.|TombDoor]]
You currently hold the following items:\n\n
"Do not concern yourself. 'Twas merely my [[duty."|ForestLeave]]
You decide that it's best not to disturb the dead and head towards Milton, leaving the bodies as they [[are.|RavineHub]]
<<set $Mask = 1>>It would be a bad idea to let yourself fall asleep here. You shake your head, clearing your mind for a brief moment. Thinking quickly, you seize the beltpouch secured about your waist and bring it up to your face, using it as a makeshift mask.\n\nThe stench of old, musty leather fills your nostrils; but thankfully, smell of the herbs is faint and your mind remains clear.\n\nBehind, you notice Lesale and Milton's packs thrown onto the ground, their contents in somewhat disarray. They hold to their faces a heavy wool fabric, secured by strings looped around their ears.\n\n"Didn't think you'd actually get the fire up so quickly," grumbles Milton.\n\n[[Take the pot to the smashed beehive.|AbbeyBeeHive][$AbbeyHive + 1]]\n[[Leave the pot.|AbbeyReturnBack][$BeePot - 2]]
<<if $PlayersHealth neq $Health>><<set $PlayersHealth = $Health>>Your health is at <<print $PlayersHealth>><<else>><<print "Your health is at ">><<$PlayersHealth>><<endif>>\n\n\n\nUse your browser's 'Back' button to return.
It's gruesome work. The fetid smell of the body fills your nose. With the help of Lesale and Milton, you manage to suppress your gagging and ignore the ripe smell as you push the body's organs into the torso.\n\nYou and Lesale carry him over to the mass grave nearby and deposit him within. Some effort with Milton's pack shovel, and the body is buried. The three of you are left exhausted and gasping for breath, with bloodstains all over your clothes.\n\nYour Health is now at <<print $Health>>.\n\n[[Leave the ravine.|PitLeave]]
<<set $LesaleMilton = 1>>"Astonishing, isn't it? It looks as though you had a spear buried into your heart - and yet, not only are you alive, but the bleeding seems to have stopped," remarks Lesale.\n\n"We tended to your injuries as best we could," Milton says in his rumbling voice. "Dragged you out to the river here to make sure it got cleaned properly. T'would be a shame if you were to survive a spear through the chest and succumb to an infection."\n\n"I suspect your injuries will prevent you from traveling very far alone; at least, till you've had rest. Worry not, we shall support you back to town, and if you'd like we can discuss travel arrangements then."\n\n[[Prepare to leave.|ForestLeave]]\n[[Question Lesale and Milton|ForestInvestigate]]\n<<if $MiltonCustoms is 0>>[[Thank them for helping.|ForestThanks]]<<endif>>
"The title of Arbiter is not just for show. True to their name, they are frequently called to resolve disputes; especially in towns, villages, and outlying farms."\n\n"For monetary disputes, Imperial Judiciaries take a cut off anything earned or protected. Cases without money have a hefty court fee levied against them; more than enough to discourage the average farmer from taking anything to court."\n\n"Doesn't help that the Judiciary cut back on their... What was the title again, Milton? The wandering judges?"\n\n"Executors."\n\n"Right. There was a corruption case a decade ago against many of the Executors. Trumped up charges of hash and slave trade. In actuality, it was a power struggle in the Judiciary."\n\n"Hasn't been a designated Executor since then. The ones too honest to bribe are rotting in Tartus Prison."\n\n<<if visited("AbbeyAerin") is 0>>[["Tell me about Aerin."|AbbeyAerin]]<<endif>>\n[[Take a look around.|AbbeyHub]]
"I'd like to ask a few questions, before we prepare to leave," you say.\n\n"Ask your questions, Cher." says Milton.\n\n<<if visited("ForestAttacker") is 0>>[["Who attacked me?"|ForestAttacker]]<<endif>>\n<<if visited("ForestAbbey") is 0>>[["What happened at the abbey?"|ForestAbbey]]<<endif>>\n<<if visited("ForestIntroduction") is 0 and $Memories < 1>>[["Why are you helping a complete stranger?"|ForestIntroduction]]<<endif>>\n[[Prepare to leave.|ForestLeave]]
A cursory feel of the plant bundles scattered around the room reveals them to be flowers of some kind. As you examine the flowers by touch, your hand closes in on something large and smooth, covered in buckles. A few careful squeezes and you realize that you've found a large leather satchel, hanging from a hook on the wall.\n\n<<set LeatherSatchel = 1>>\s\nThe satchel is currently empty, but for a few dry leaves that crunch as you examine the bag. You hoist the strap of the satchel onto your shoulder and tighten the buckle.\n\n<<if visited("AlcoveFurniture") is 0>>[[Examine the furniture.|AlcoveFurniture]]<<endif>>\n<<if visited("AlcoveDoor") is 0>>[[Attempt to open the door.|AlcoveDoor]]<<endif>>\n<<if visited("AlcoveCall") is 0>>[[Call for help.|AlcoveCall]]<<endif>>\n[[Settle down to wait.|AlcoveWait]]\n<<if $FateCube is 0>>[[Examine the cube.|AlcoveCube]]\n<<endif>>
You examine the mound more closely. Dirt has piled up around the edges of the opening.\n\nWhile inspecting the mound, you notice that, while the clothes are completely ruined, some of the people in the pit have boots that might fit you.\n\n[[Find a pair that fit your feet.|BootTheft]]\n[[Leave the mound.|BootLeave]]
You look up and are rewarded with a nice view of the sky, empty save for a few birds.\n\nSomething falls from above and narrowly misses you. You glance down at the large white splatter of bird droppings and are suddenly thankful that you were not standing just a little bit more to the left.\n\nYou feel a dull flash of pain at your elbow.\n\n"What're you doing, woolgathering?" Lesale asks, her fingers clamped firmly to your elbow. "C'mon, before we leave you behind."\n\n[[Follow Milton.|FollowMilton]]
You awaken to the anxious faces of Lesale and Milton, crouched over you. Upon their faces they wear thick wool masks, secured to their ears by strings.\n\n"Are you awake, Cher?" Lesale asks.\n\nYou glance about and realize that they've dragged you to the front of the abbey.\n\n"Those flowers are an anesthetic. Some people who breathe too much of it have fallen into a deep sleep and never awoken."\n\n"Do not attempt that again, Cher," says Milton. "I'll be forced to stop you. It's dangerous."\n\n[[Examine your surroundings.|AbbeyHub]]
"Nobody's going to force you to believe. But you'd be an idiot not to," says Milton.\n\n[["What was that you mentioned about the circle?"|NecroCircle]]\n[[No comment.|RavineHub]]
You examine the door closely. It appears to be made from solid oak bound with steel, its handle a ring of iron. There appears to be no way to open the door.\n\n
The bees follow you for a good distance, but drift away after you plunge into the slowly rolling stream.\n\nYour Health is now at <<print $Health>>\n\nYou relax for awhile, bathing in the sun-warmed water, washing away all the mud and filth. While in the water, you carefully pluck out some of the many light beestings you have accumulated. They itch fiercely, and you're certain that you'll spend the next few days scratching yourself.\n\nA glance at the riverbanks and you notice Milton depositing your clothes and a thick fabric for drying yourself.\n\nOnce you think yourself reasonably clean, you clamber out and clothe yourself, before [[joining your companions.|AbbeyReturnBack]]
To be continued in Part 2...
<<set $AbbeyHive = 2>><<if $AbbeyMud is 0>>Throwing caution to the winds, you rush for the hive. A voice yells in surprise behind you. The first sign of pain on your neck comes as a bit of a surprise. Another sting follows. Knowing more is coming, you brace yourself as you come to a stop before the hive.\n\nThe bees quickly swarm about you, filling your ears with their buzz and your body with their stings. Pain begins to overwhelm your body, and your mind clouds over with agony. \n\nThrough the haze, you tear away the planks of the hive and more bees rush out at you, attacking your face. You close your eyes in desperation and reach into the hive, breaking off large chunks of the comb by touch. The swarm intensifies and you give up, reeling away in pain, with only a [[few chunks of honeycomb.|StungReturn][$Health = $Health - 3; $BeeComb = 1]]<<elseif $AbbeyMud is 1>><<display HiveMud>>You make it back to the riverbank and Milton wordlessly hands you a large swatch of white cloth into which you deposit your prize before heading to the river [[to wash up.|HiveCleanup][$Health = $Health - 1; $BeeComb = 2]]<<endif>>
The crunch of footsteps behind you announces the arrival of your companions. The raven breaks into flight and shoots past you and out of the ravine.\n\n"I think I'm going to be sick," says Lesale. You turn to find her leaning against the wall, hands clasped to her mouth, swallowing desperately to keep her stomach down.\n\n"Terrible and disgusting," says Milton. He crouches down at the very edges of the circle. "We saw this thing earlier, when we came down here and found you. Lesale's attempts to keep her last meal down are over there." he waves towards the ravine walls, about two paces away, where pale-colored lumps have stained the dirt.\n\n[["You don't seem disturbed."|MiltonSurprised]]\n[["Who was this?"|PitMan]]\n[["Are you alright, Lesale?"|LesaleAssist]]
<<set $PitReq = 1>>Your companions' faces turn solemn and there is a distinct air of discomfort.\n\n"I would really prefer not to."\n\n"The Empire's legion dug a massive pit and threw all the dead into it. I do not relish the thought of looking upon the faces of a hundred slaughtered innocents again."\n\n[["Show it to me."|PitDemand]]\n[["If you're uncomfortable, you can wait for me."|PitAlone]]\n[["Perhaps we should just head back."|AbbeyHub]]
"Milton has a contact who owns a hash den. Very famous, in the right circles, for knowing anything and everything that goes on in Wurtham."\n\n"He owes me a favor. We can spend the night, find out everything we need to know, and leave the next day with a week's worth of provisions; all without spending a single penny."\n\n"And I'm telling you, it's not worth it. The city guard makes regular sweeps through his shop. You remember that time you got into a tavern brawl and broke the guard captain's nose? Because I'll bet he does. Besides, I'm almost certain Rodrick's got his fingers in the slave trade, and I want no association with scum like that."\n\n"Lesale, you can't let your personal feelings cloud the-"\n\n"Don't. Do not bring it up, Milton." Lesale sighs and turns to you. "My apologies. This was unseemly. Perhaps you would like to weigh in on this matter. Would you prefer a nice, quiet inn to stay at for the night, or head to Rodrick's, chasing after Milton's 'information.'"\n\n<<if visited("WurthamZone1Rodricks") is 0>>[["What exactly are you looking for at Rodrick's?"|WurthamZone1Rodricks]]<<endif>>\n[["What is a hash den?"|WurthamZone1HashQuery]]\n[["Are we tight on money?"|WurthamZone1GoldQuery]]\n[["A quiet inn sounds good."|WurthamZone1InnVote]]\n[["I had a few questions of my own for Rodrick."|WurthamZone1HashVote]]\n\n
Lesale breaks out into a smile. "That's welcome news. I can barely stomach the thought of Rodrick's den."\n\n"Perhaps try ignoring him next time."\n\nLesale shudders. "His eyes make me feel like there's spiders crawling across my skin."\n\n"Surely you exaggerate."\n\n"You remember that time we passed through The Leather Leash? It's kind of like that."\n\n"I... Point taken."\n\n"Now, if you'll follow me; I know a nice, respectable place for us to spend the night."\n\n[[Leave for The Crystal Chalice|WurthamTCCChapter]]
Milton crosses his arms. Face shadowed by the ravine, the tattoos covering his face seem almost sinister. "We done here, or was there something else you wanted to look at?"\n\n<<if $NecroCorpse is 1 and $BurialCheck is 1>>[["Shouldn't we bury this man?"|CorpseBurial]]<<endif>>\n<<if $NecroCorpse is 0>>[["Let's have a look at the ritual circle".|AbbeyCircle]]<<endif>>\n[["I'm ready to go.|PitLeave]]\n<<if $BurialCheck is 0>>[["I'm going to examine the grave."|BurialMound]]<<endif>>
Milton sighs. "It's a fair wish. We'll take you then. But I hope you're prepared. It's certainly an unpleasant sight."\n\nLesale gives Milton a hard stare, and Milton returns her a calm nod. After a long moment, she turns to you. "Alright then. [[Let's go."|RuinedChapel][$Health = $Health + 1]]
<<set $RitualBuried = 1; $Health = $Health - 1>>Milton seems surprised for a moment. "Yes, I... well, I suppose you're right. 'Tis the right thing to do. Lesale, settle that stomach; let's get this man buried."\n\nLesale steadies herself with a few deep breaths, before opening her pack for two pairs of heavy leather gloves. She tosses a pair to you and dons [[the other.|CorpseBuried]]
"Not Anselm's work," says Lesale. "It's not his style."\n\n"Wouldn't surprise me if it were the Stormchasers though," Milton says darkly. "General Valerus is said to be very fascinated with actual necromancy."\n\n[["You two know quite a bit about the Stormchasers."|StormInquiry]]\n[["What was it you said about the Weres?|WereInfo]]\n[["I'd like to have a look at something else."|RavineHub]]
"I've lived on the empire's borders. I've seen the leftovers of Were meals, animal attacks, you name it. The body doesn't disturb me; the circle does."\n\n[["What is this circle?"|NecroCircle]]\n[["Weres?"|WereInfo]]\n[["Tell me about the borderlands."|BorderNo]]
<<set $FateCube = -1>>\s\nYou put the cube back where you found it.\n\n[[Search the room.|AlcoveSearch]]\n[[Settle down to wait.|AlcoveWait]]
"And his passing shall be as the rain and the clouds and the cool caress of the breeze upon your cheek; and you shall know him, for he is the prince of travelers and the steward of all that walks beneath the gaze of the gods."
With some effort, you climb out of the ravine and make your way back around the abbey towards the front. stopping at the abbey's [[stairs.|AbbeyHub]]
<<set $Boots = 1; $Health = $Health + 1>>You crouch down and begin to sift through the bodies, looking for a boot your size and pulling off some of the likely suspects.\n\nYou glance behind you. Lesale and Milton's faces are heavily disapproving. Indeed, Lesale's lips are pressed as thin as a quill.\n\nIgnoring their stares, you go back to searching and eventually find a pair of suitably sized boots.\n\nWith a sigh of relief, you yank off your sandals and pull on the boots. A few steps, and you can already tell that you'll have a much easier time moving about.\n\n[[Leave the mound.|RavineHub]]
<<if $PlayerSex is "M" or $PlayerSex is "m">><<set $PSex = "Male">><<elseif $PlayerSex is "F" or $PlayerSex is "f">><<set $PSex = "Female">><<endif>>[[Awakening|Awaken]]\n\n"And with the last of her strength, the Stranger laid her crest upon his brow and said, 'Walk the land in my stead. As the Shrouded Wanderer and the Faceless Stranger, you shall carry out my duties unto perpetuity" (Heralds 8:31).
You pry and push at the door with your hands, but can detect no movement. Blindly feeling around at the stone of the wall produces no results beyond a few scuffed fingernails.\n\n[[Search the alcove|AlcoveSearch]]\n<<if visited("AlcoveCall") is 0>>[[Call for help|AlcoveCall]]<<endif>>\n[[Settle down to wait|AlcoveWait]]
"That's rather unfortunate," says Lesale. "However, I can't say I blame you. Indeed, such an attitude can certainly be considered wise. You will come to see in time however. A person's life is valuable and ours is a belief that compassion and empathy are vital facets to a person's soul."\n\n<<if $LesaleMilton is 0>>\s\n[["My injuries..."|ForestInjury]]\n[["How did I survive?|ForestInjury]]<<endif>>\s\n<<if $LesaleMilton gte 1>>\n[[Question them.|ForestInvestigate]]\n[[Prepare to leave.|ForestLeave]]<<endif>>
<<set $BeePot = 3>>Milton hands you a flint and steel. A few strokes, and a spark catches on the dried leaves. The bundle of herbs bursts into flame, and an overpowering, sickly-sweet odor fills your nostrils. You find yourself becoming drowsy, your eyes hard to keep open.\n\n[[Lie down and rest.|AbbeyRest]]\n[[Cover your face.|AbbeyMask]]\n[[Take the pot to the smashed beehive.|AbbeyRest]]
<<set $MiltonResp = 1>>"Life in debt to another is akin to the relationship between parent and child. The one who assists you is honor bound to see you to safety before cutting ties with you."\n\nLesale cuts in, "It's a borderlands custom. When the Wights and Weres grow bold and run thick, a courier or caravan getting through to the nearest legion can mean the difference between life and death."\n\n[["I see. Thank you for your assistance."|RescueThanks]]\n[["Is it really that dangerous on the Borders?"|BorderlandsQuestion]]
The darkness of the gate in the sun's fading light reminds you of the alcove in which you were found, with the morning's trials seeming as though they happened to a different person in a different place.\n\nA breeze rushes past you and a chill runs up your spine. You emerge from the gate into the city of Wurtham, just as the day's vendors are preparing to leave and the smoke of cooking hearths [[fill the sky.|WurthamChapter]]\n
To be continued in Part 2...
"Fear not. We will see you to Wurtham safely. We can discuss any continued travels [[there."|ForestLeave]]
"Just a joke Lesale likes to play. Don't let it trouble you."\n\n<<if $LesaleMilton is 1>>[["Tell me about my attackers."|ForestAttacker]]\n[["What happened at the abbey?"|ForestAbbey]]\n[[Prepare to leave|ForestLeave]]\n<<elseif $LesaleMilton is 0>>[["How did I survive my injuries?"|ForestInjury]]<<endif>>
Lesale sighs. "Well, seems I've been outvoted. So be it." She shoots Milton a harsh glare. "One night. And if Rodrick says a word to me, I'm socking him."\n\nDespite Lesale's threat, Milton looks pleased. "Follow me, and I'll take you to him." He leans close as you walk and murmurs to you, "A wise decision. Worry not, Rodrick is a fountain of knowledge, despite his... occupation. He'll tell us what we want to know."\n\n[[Leave for The Twisted Noose|WurthamTTNChapter]]
Following their directions, you make your way around the structure's corner towards its back. The sky is thick with ravens, perched about the trees and the burned roof of the abbey, their screeching cries piercing your ears. There is a ridge of some sort beside the building, and several digging tools can be seen. The smell of blood permeates the air.\n\n"The pit's connected to the new foundations the abbey was trying to build. You'll have to step onto the [[ridge for a view."|AbbeyPit][$ThePit = 1]]
"Well... there's hunters and then there's hunters."\n\n"Some people might be more inclined to call us poachers."\n\n"Milton."\n\n"'Tis truth."\n\n"We are not poachers. We're hunters."\n\n"Hunting in Wickshire Forest is the exclusive right of nobility. We are technically trespassing."\n\n"It's also incredibly wasteful of them. Oftentimes the nobles just toss out the magical reagents, or hang them up as trophies. We actually let it be put to good use. What matters that we line our pockets a bit?"\n\n"Lesale."\n\n"Right. Preaching to the choir. Nevermind."\n\n<<if visited("KillOrder") is 1>>[["What do you mean justice?"|AbbeyJustice]]<<endif>>\n[[Take a look around.|AbbeyHub]]
Lesale's face clouds over. "You... don't know?" You nod. "You don't remember anything?" she asks. A second nod.\n\nLesale grabs you by your sleeve. "You're absolutely certain you remember nothing?"\n\n"Lesale!" Milton says. Her hands release as if burned. "There's no helping it. <<if $PSex is "Female">>Her<<else>>His<<endif>> memories are gone. The mind protects itself. Think of it as a boon."\n\nLesale exhales through her nose, lips pursed, before nodding sharply.
<<if $Memories < 1>><<set $LesaleMilton = 2>><<display LesalePressure>>\n\n<<set $Memories = 1>><<endif>><<set $ForestAbbeyC = 1>>"It's not a topic that I'm particularly familiar with, but I'll do my best - and if there's anything you'd like clarification on, ask me or Milton later." She lightly scratches at her chin. Her eyes grow distant. "The abbey was a temple dedicated to the Wandering Soul. In recent times, there arose a religious sect called the Seven Stars. The short of it is that there was something of a religious and political conflict over doctrine between the Seven Stars and the Rivaltar Empire,\n\n"Conflict is putting it rather lightly," says Milton. "The Seven Stars were branded a heretical sect, and there is currently a standing kill order on all members."\n\n[["I'd like to talk about something else."|ForestInvestigate]]\n<<if $ForestAttackerC is 0>>[["Do you know anything about the abbey's attackers?"|ForestAttacker]]<<endif>>
"Your Grace!" the silver-haired man cries, "You're awake!" He rushes forward and presses a clammy hand to your forehead. "How do you feel?"\n\n[["Who are you?"|GeraltRe1]]\n[["Who am I?"|GeraltRe1]]\n[["I'm fine."|GeraltRe2]]\n[["I have a pounding headache."|GeraltRe2]]\n
Suddenly, you hear the stomp of bootsteps approaching. Three or four men enter the room beyond your alcove.\n\n"Report." a man says, voice laden with authority.\n\n"General Valerus." A woman's voice. Clicking of a boot. "All resistance has ended. Anselm reports there's one in hiding. What should be done with those who surrendered?"\n\n"What we always do," the General says curtly.\n\n"Yes sir."\n\n"Anselm! To me!" the man roars. Shuffling footsteps and the thud of a staff. "Put out a Tracer."\n\nYou hear the clatter of wood and the click of chalk on stone. A man mutters a chant. Silence. Your persistent headache intensifies.\n\n"Open it," says the General.\n\n"And the price?"\n\n"Use the dead."\n\nRapid chanting. A sinking feeling [[fills your gut.|AlcoveOpened]]\n
"It looks like a necromantic circle. Which actually means nothing, because of the connection between magic and necromancy."\n\n[[I see.|RavineHub]]\n[["Explain."|NecroExplain]]
Geralt drags you down the long corridor. "This way, quickly!" he cries. Tightly shut doors fly past on either side of you. At the very end of the hall, he halts before a small, luxurious room that appears to have served as an office. The floors and furniture are of a dark, heavy wood and the walls solid, whitewashed brick. A desk dominates the corner of the room, piled high with documents. The building echoes once again with a knee-quivering smash.\n\nGeralt strides over to the brick wall and draws a dagger from his belt. He slides it carefully into the seams between bricks and, with a little prying, a rumble resounds throughout the room and a small doorway slides open.\n\nRough hands shove you into the room and you stumble, landing upon your back. "Hide," Geralt says. "Stay hidden 'til nightfall; someone will be along to collect you." \n\nHe stares at you intently for a long moment, his expression unreadable. "No doubt, you are confused. All I can say is that you must find the Shroud. Do that, and all will be made clear." \n\nAs you rise to your feet, he steps out of the alcove and presses at a brick in the wall, and the doorway slams shut. The room is pitch black, and you can hear Geralt rushing off, crying "To me!" \n\nOff in the distance, you hear the chapel doors collapse with the screech of [[splintering wood.|GeraltAlcove]]
"Denied," says Milton, crossing his arms. "I saved your life. You are now my responsibility."\n\nLesale rests a hand on your shoulder. "Look at it this way. We're all going the same direction. Why not travel together?"\n\n[["I'd like to have a look at the Chapel."|LeaveChapel]]\n[["Very well. Let us leave for Wurtham."|LeaveWurtham]]\n[["Actually, I'm not quite ready yet."|ForestInvestigate]]\n<<if $MiltResp is 0>>[["What do you mean, Milton?"|MiltonResponsibility]]<<endif>>
"Hash is a drug with medicinal properties in small amounts."\n\n"It usually comes as a ball of resin and leaves that you can chew; or burn, for the fumes, but most people chew it. Larger doses can do anything from euphoria to hallucinations."\n\n"Problem is, it's highly addictive. Regular use weakens the mind and will eventually drive you insane."\n\n[["What exactly are you looking for at Rodrick's?"|WurthamZone1Rodricks]]\n[["A quiet inn sounds good."|WurthamZone1InnVote]]\n[["Let's go to the hash den."|WurthamZone1HashVote]]
<<set $GeraltR1 = "yes">>His face clouds over. "You remember nothing?"\n\n"Nothing," you say.\n\n"I see. That is... unexpected. But not outside reason." He glances over his shoulder at the chapel and oak doors.\n\n"I am Geralt Falloway, a Judicator of the Seven Stars sect. More specifically, I am the head of this parish." He rubs a hand through his thick beard. "You are one of our Arbiters, tasked with attending to the needs of our brothers and sisters who cannot regularly join our sessions. We are in a Seven Stars Chapterhouse; the only one in Rivaltar."\n\n[["Seven Stars?"|GeraltR5]]\n[["Arbiter?"|GeraltR5]]\n<<if $GeraltR2 is "no">>\s\n[["What happened to me?"|GeraltRe2]]<<endif>>
You feel around and snag one of the dried flowers hanging from the ceiling. After a few failed attempts, you manage to insert the stem into the hole. Nothing happens.\n\n[[Take the cube.|Cubebeltpouch]]\n[[Leave the Cube.|CubeWait]]
<<set $GeraltR2 = "yes">>"You have no idea how glad I am to see you up and walking," he says. He glances towards the outer room. "As far as we could tell, you were stabbed in the navel. We found you on our doorstep, covered in blood and delirious with fever. It took several days of nursing before you even began to show color, and even then we worried for your condition."\n\n<<if $GeraltR1 is "no">>\s\n[["I don't remember anything."|GeraltRe1]]\n<<else>>\s\n[["Tell me about the Seven Stars."|GeraltR5]]\n<<endif>>
[[The City of Wurtham|WurthamZone1]]\n\n"The Stranger, as with others of the divine, holds many titles: the Crone, the Witch, the Seamstress... and hers are the domains of hearth, hospitality, and bastards. What I find most curious however, is that in all the legends I have discovered, all the records I have searched, not once was I able to find any reference to a name..."\n\n\t\t\t--Chapter 5, Treatise on the Wandering Soul
Milton clears his throat. You notice his feet shifting, somewhat awkwardly. "Of course we do. One of their responsibilities is to dispense justice. If we get on the wrong side of Duke Such-and-Such and they're nearby... well, we'd better have an idea of how they do things."\n\n[["I see."|RavineHub]]\n[["If you say so."|RavineHub]]\n[["What was that you mentioned about the Weres?"|WereInfo]]
"Not particularly," Milton admits. "But I see no reason to spend the night at an inn when we don't have to."\n\n[["Is there anything I can add to the purse?"|WurthamZone1FundsQuery]]\n[["What exactly are you looking for at Rodrick's?"|WurthamZone1Rodricks]]\n[["What is a hash den?"|WurthamZone1HashQuery]]\n[["A quiet inn sounds good."|WurthamZone1InnVote]]\n[["Let's go to the hash den."|WurthamZone1HashVote]]
You rotate the spout of your new helmet to the appropriate side. With a bit of straining and a twinge of pain from your injuries, you manage to bend and shape the handles of the pot into a crude chinstrap.\n\nA throat clears behind you. You turn. Lesale has a stony expression and Milton will not meet your eyes.\n\n"Ready to go Cher?" says Milton.\n\n[[Examine your surroundings.|AbbeyReturnBack]]
"It most certainly was..." murmurs Lesale.\n\n"We came through here often. It's a common stop for local peddlers and hunters.\n\n"You think they were sold out?"\n\n"I'm guessing it was Aerin."\n\n[["Wasn't there a kill order on the Seven Stars?"|KillOrder]]\n[["Who is Aerin?"|AbbeyAerin]]\n[[Take a look around.|AbbeyHub]]